Skip to main content

Full text of "Dragon Magazine"

See other formats


DRAGON  ■  DROW  AUGUST  2002 


S5.99US  $8 . 99C AN 


74808  01823  9 


EVIL  unleashed; 

IO  POWERFUL 

lO  WEAPONS  , 

9  HORRIBLE 

TORTURES 


REVEALED!  F1 

GRUESOME' 

SECRETS  AND 

Vile  rituals! 

s  DEATH 
MAGIC 

£  NECROMANCERS 


A  CLASSIC  RETURNS 


A  LIVING  GpEYHAWK 


ISSUE  298 


CHAINMAIL  BLOWOUT 

A  powerful  new  draw  fac¬ 
tion  invades  your  campaign. 


EXPERT  RULES 

Sage  Advice  tackles  difficult 
rules  questions. 


BE  A  BETTER  DM 

Run  a  perfect  session  without 
preparation. 


DR&gpn 

Group  Publisher 

Johnny  Wilson 

Editor-in-Chief 

Jesse  Decker 

Art  Director 

Lisa  Chido 

Associate  Editor 

Matthew  Sernett 

Assistant  Editor 

Stacie  Fiorito 

Living  Greyhawk  Editor 

Erik  Mona 

Circulation  Director 

Pierce  Watters 

Production  Director 

John  Dunn 

Production  Designer 

Theresa  Cummins 

Ad  Traffic  Coordinator 

Dawnelle  Miesner 

CONTRIBUTING  ARTISTS 

Peter  Bergting,  Phil  Foglio,  John  Kovalic, 
Mike  May,  Tony  Moseley  Marc  Sasso, 
Anthony  Waters,  Jonathan  Wayshak, 
Aaron  Williams,  Sam  Wood 
CONTRIBUTING  AUTHORS 
Jim  Bishop,  Eric  Cagle,  Johnn  Four 
Clifford  Horowitz,  Robin  D.  Laws, 
Wade  Nudson,  Chris  Pramas, 
Fredrick  Wiening,  Skip  Williams 


Dragon  (ISSN#  1062-2101)  is  published  monthly  by 
Wizards  of  the  Coast,  Inc.,  1801  Lind  Ave.  SW,  Renton, 
WA  98055,  United  States  of  America.  Periodicals 
Postage  Paid  at  Renton,  WA,  and  at  additional  mailing 
offices.  POSTMASTER:  SEND  ADDRESS  CHANGES 
TO  Dragon,  P.O.  BOX  469107,  ESCONDIDO,  CA  92046. 
©2000  Wizards  of  the  Coast,  Inc.  All  rights  reserved. 

No  part  of  this  magazine  may  be  reproduced  (except 
for  review  purposes)  without  the  prior  written  permission 
of  the  publisher.  Material  published  herein  does  not 
necessarily  reflect  the  opinions  of  Wizards  of  the  Coast, 
Inc.,  its  employees,  or  its  editorial  staff,  who  are  not  liable 
for  opinions  expressed  herein.  Most  product  names  are 
trademarks  owned  by  the  companies  that  publish  those 
products.  Use  of  the  name  of  any  product  without 
mention  of  trademark  status  should  not  be  construed  as 
a  challenge  to  such  status. 

Wizards  of  the  Coast;  TSR;  Dungeons  &  Dragons; 
Advanced  Dungeons  &  Dragons;  D&D;  AD&D; 

Forgotten  Realms;  Dragonlance;  Planescape; 
Ravenloft;  Birthright;  Mystara;  Spellfire;  Greyhawk; 
Dark  Sun;  Spelljammer;  Al-Qadim;  Council  of  Wyrms; 
Masque  of  the  Red  Death;  Monstrous  Compendium; 

Fifth  Age;  Dungeon  Master;  Player’s  Option;  Dragon; 
Dungeon;  Polyhedron;  Living  City;  Living  Greyhawk;  d20 
Modern;  Gen  Con;  RPGA  are  trademarks  of  Wizards  of 
the  Coast,  Inc. 

SUBSCRIPTIONS:  Contact  Publishers  Creative 
Systems  at  dragon@pcspublink.com  or  call 
1-800-395-7760.  For  subscriptions  in  the  UK,  send 
an  email  to  subcriptions@tnsofres.com  or  call 
+44-18-58-41-4713. 

ADVERTISING:  Contact  Dragon’s  Group 
Publisher,  Johnny  Wilson,  at  425-687-8130.  All  ads  are 
subject  to  approval  by  Wizards  of  the  Coast,  which 
reserves  the  right  to  reject  any  ad  for  any  reason. 
Advertisers  and/or  agencies  of  advertisers  agree  not  to 
hold  Wizards  of  the  Coast  liable  for  any  loss  or 
expense  from  alleged  wrongdoing  that  may  arise  out  of 
the  publication  of  such  advertisements. 

Northeastern  Advertising  Representatives:  Sig 
or  Scott  Buchmayr,  Buchmayr  Associates,  1 37 
Rowayton  Avenue,  Rowayton,  CT  06853,  203-855- 
8834. 

Distribution  Nationally  and  Internationally  by  Curtis 
Circulation  Company,  730  River  Road,  New  Milford,  NJ 
07646.  Tel:  201-634-7400.  Fax:  201-634-7499. 

Open  Game  Content:  Unless  otherwise  noted,  this 
Wizards  of  the  Coast  product  contains  no  Open  Game 
Content.  No  portion  of  this  work  may  be  reproduced  in 
any  form  without  written  permission.  To  learn  more 
about  the  Open  Gaming  License  and  the  d20  System 
License,  please  visit  www.wizards.com/d20. 

Printed  in  the  U.S.A. 


ON  THE  COVER 

Marc  Sasso  proves  that  D&tD  is  all 
about  leather-clad  drow  jumping  off  of 
an  exploding  bridge.  The  full-page 
reproduction  of  the  cover  is  on  page  24. 


6  august 2oo2 


DRAGON  CONTENTS 

Issue  298  •  August  2002  Vol.  XXVII  •  Number  3 


GAME  ROOM 


10  Scalemail 

Drow  become  demon  elves 
and  our  readers  duke  it  out. 

16  At  the  Table 

The  secrets  of  the  spider- 
themed  Cave  of  Pain. 

20  Paizo,  Paizo,  Paizo 

Dragon’s  new  publisher  shows 
how  things  haven't  changed. 


I 


FEATURES 


24  Flesh  for  Lolth 

The  secret  life  of  the  dark  elves: 
Torture ,  evil [  and  culling  the  weak 
shape  the  lives  of  the  drow. 

34  Bestiary:  Punishments  of  Lolth 

In  the  bowels  of  the  Underdark, 
there  is  one  certainty:  Lolth 
punishes. 

44  Sinister  Tools 

Wicked  weapons,  deadly  poisons, 
and  other  gruesome  devices  from 
the  cities  of  the  Underdark. 

52  The  Ashen  Compact 

An  alliance  of  evil  turns  good 
adventurers  into  living  weapons 
trained  to  destroy  the  drow. 

62  Shades  of  Death 

Necromancers  of  any  alignment 
plus  two  new  necromancer  class 
combos:  the  pale  commander  and 
the  savage  shaman. 


WIZARDS’  WORKSHOP 

88  Chainmail 

The  Kilsek  drow  invade  D&tD. 

94  DM’s  Toolbox 

Prepare  to  improvise. 

98  The  Play’s  the  Thing 

Spot  DDtD’s  common  problems. 

100  Nodwick 

102  Silicon  Sorcery 

Battlerealms  prestige  classes. 

106  Dork  Tower 

108  Sage  Advice 

Master  more  rules  of  the  wild. 

113  Advertiser  Index 

114  What’s  New 


READERS 
TALK  BACK 

SCALEMAIL 


W  Demon  Elves? 

[jy  “What  do  you  mean,  ‘demon  elf?’  aren’t 
we  fighting  drow?”  So  the  session  began. 
Our  group,  exploring  the  fringes  of  the 
ancient  city  Chael-Rekshaar  after  the  suc¬ 
cessful  retrieval  of  one  of  the  ancient  tum¬ 
bles  of  Te-Altus,  had  finally  managed  to 

^  track  the  spider  creatures  we  knew  to  be 
in  the  area. 

Once  in  the  small  cavern  complex,  we 
met  the  first  of  a  series  of  ambushes,  and 
each  time  we  were  attacked,  it  became 
more  and  more  apparent  that  the  crea¬ 
tures  we  were  fighting  were  some  horrible 
blend  of  elf,  demon,  and  spider. 

We  were  in  the  Underdark,  mind  you, 
so  I  had  expected  drow.  The  standard,  ECL 
+2,  cast-c/ay//^/jr-before-you-start-beating- 
on-them  drow.  What  the  other  players  and 
I  found  was  a  lot  more  complex  than  that 
and  a  more  integral  part  of  the  campaign. 

It  might  not  seem  like  much  of  a  varia¬ 
tion  to  go  from  dark-skinned  drow  to  pale¬ 
skinned,  spider-eyed  demon  elves,  but  our 
DM,  game  designer  Andy  Collins,  wanted 
the  race  of  Underdark-dwelling  elves  in  his 
campaign  to  stand  apart  from  drow  yet 
blended  seemlessly  with  the  history  of  the 
campaign  world.  As  we  played  through  the 
adventure,  seeing  more  and  more  mon¬ 
strous  spiders,  choldriths,  fiendish  spiders, 
elves  with  grafted  spider  legs,  elves  with 
spider  eyes,  shape-shifting  elves  quick  to 
turn  into  spiders,  and  others,  it  never  felt 
like  we  were  fighting  drow.  These  waves 
of  attackers  were,  in  game  terms,  identical 
to  drow,  with  templates  applied  when 
appropriate.  Fiendish  elves,  were-spiders, 
and  fiendish  were-spiders  who  worship  an 
ancient  demoness  named  Lolth  sound  a  lot 
like  drow,  but  by  presenting  them  in  a  dif¬ 
ferent  way,  they  found  a  place  in  the  game 
world  that  drow  never  could. 

Drow  aren’t  the  only  element  of  D&tD 
that  begs  for  creative  uses  in  different 
campaigns.  Our  For  Your  Campaign  and 
For  Your  Character  sidebars  in  recent 
issues  show  how  some  ideas  can  be 
adapted,  but  they’re  at  best  the  tip  of  the 
iceberg.  Join  in  the  discussion  of  how  the 
ideas  from  Dragon  and  Dungeon  can  fit 
your  game  on  the  message  boards  at 
www.wizards.com. 


Standing  Alone? 

Simply  put,  Issue  #296  kicked  arse! 
Starting  with  the  wonderful  cover  art  of 
Sam  Woods  dragon  slayer,  I  knew  I  was 
in  for  a  treat.  The  four  prestige  classes 
presented  in  “Dragon  Hunters”  were 
very  cool  and  can  easily  be  adapted  to 
fit  into  any  game.  “Worshipers  of  the 
Forbidden”  was  very  interesting  and 
creepy.  The  picture  of  the  screaming 
face  at  the  top  of  the  article  really  set 
the  tone  for  it.  Such  a  dark  image  of 
insanity  and  danger  .  .  . 

The  real  reason  I’m  writing,  however, 
is  Thomas  Harlans  story,  “The  Tomb.”  I 
enjoyed  the  story  of  Harold  Godwinson 
and  his  journey  in  the  Holy  Land  during 
the  Crusades.  I  think  it’s  a  wonderful 
idea  and  presented  very  well.  I  like  the 
conflict  of  religion  and  nationalism  pre¬ 
sented  in  his  stories.  Is  “The  Tomb”  part 
of  a  book  series?  If  so,  I’d  be  very  inter¬ 
ested  in  getting  the  books. 

Ben  Dowell 

Mattoon,  IL 

Thomas  Harlans  historical  fantasy  sto¬ 
ries  from  issue  #2g6  and  # 284  share 
the  same  world  as  his  novel  series,  but 
not  the  same  characters.  If  you  like  the 
short  stories,  you  re  sure  to  enjoy  the 
novels  as  well. 

Short  Sighted 

When  I  read  the  initial  flavor  text  for  the 
vengeance  sworn  prestige  class  (in 
Dragon  #296),  the  dragon  hunters  who 
had  lost  a  loved  one  or  even  their  own 
lives  to  dragons,  I  was  impressed:  “Born 
from  the  aftermath  of  dragon-wrought 
tragedy,  death,  and  destruction,  the 
vengeance  sworn  focus  their  hatred  of 
dragons  and  their  desire  for  revenge 
into  a  divinely  sealed  oath  that  drives 
them  beyond  the  limits  of  mortal 
endurance.”  However,  the  flavor  text 
also  notes  that  rogues,  monks,  wizards, 
sorcerers,  and  other  arcane  spellcasters 
rarely  become  vengeance  sworn,  and 
the  requirements  all  but  assure  that  they 
don’t.  I  don’t  understand  why  a  wizard 
whose  family  was  slain  by  a  dragon 
would  be  any  less  vengeful  than  a  bar¬ 


barian  or  ranger  whose  family  was  slain 
by  a  dragon.  In  this  case,  the  mechanics 
of  the  class  run  counter  to  the  roleplay¬ 
ing  elements  inherent  in  the  class. 

To  qualify  to  become  a  vengeance 
sworn,  a  character  must  have  lost  a 
loved  one  to  a  dragon  or  been  killed  by 
a  dragon.  That’s  great!  Such  a  require¬ 
ment  makes  sense.  However,  the  other 
requirements  are  onerous  and  illogical. 
True,  if  one  plans  to  be  a  vengeance 
sworn,  the  path  is  simple:  Assign  a  13  to 
Intelligence,  take  one  barbarian  level,  six 
ranger  levels,  buy  the  appropriate  skills, 
take  the  appropriate  feats,  and  make 
sure  to  get  killed  by  a  dragon  (or  make 
sure  that  Uncle  Ben  is  killed  by  a 
dragon).  How  many  people,  however, 
plan  to  be  vengeance  sworn?  Why  must 
vengeance  sworn  have  Expertise,  the 
only  fighting  feat  not  usable  in  a  rage? 
The  Expertise  requirement  also  forces 
the  vengeance  sworn  to  be  smart 
(Int  13).  Since  when  do  revenge  and  a 
pact  with  a  deity  require  brains?  The 
Ambidexterity  and  Two-Weapon  Fighting 
requirements  force  a  vengeance  sworn 
without  a  ranger  level  to  have  a 
Dexterity  of  1 5.  Why  are  Dexterity  and 
Two-Weapon  Fighting  so  important?  If  a 
ranger  ability  had  to  be  chosen,  why  not 
favored  enemy:  dragons?  That  require¬ 
ment  makes  roleplaying  sense,  at  least. 
Even  the  base  attack  bonus  requirement 
of  +6  is  a  bit  high.  It  makes  sense  if  the 
vengeance  sworn  are  pure  warriors,  but 
many  who  would  swear  vengeance 
against  dragons  have  other  strengths. 

What  is  most  galling  about  the  design 
of  the  vengeance  sworn  is  that  nothing 
about  the  concept  calls  out  strictly  to 
barbarian/ranger/druids  more  than 
fighters,  wizards,  rogues,  or  any  other 
class.  Compared  to  another  memorable 
vengeance-based  prestige  class,  such  as 
the  fiend  slayer  from  Dragon  #287,  the 
vengeance  sworn  comes  up  short. 

Phill  Calle 
Tamarac,  FL 

The  vengeance  sworn  prestige  class  isn’t 
positing  that  only  particular  classes  can 
feel  vengeful  toward  dragons,  as  your 


To  inquire  about  subscriptions,  email  dragon@pcspublink.com  or  call  i  (800)  395-7760.  In  Europe,  email  subscriptions@tnsofres.com  To  contact  Dragon  about  editorial  concerns,  email 
scalemail@wizards.com.  Letters  reproduced  in  the  magazine  may  be  edited  for  clarity  and  length.  All  letters  must  include  your  full  name  and  home  city.  Due  to  time  constraints  and  the 
volume  of  letters  received,  individual  responses  are  not  always  possible. 


lo  august  2oo2 


ZoGoMIA 


ImeT! 

9  why 

HAe.?? 

rBECA)JtEYOU  ARE  THE  OHE.ll 

WHO  Oip  HOT  DO  A  $000-  11 
EW0U6R  Jog,  OH  THE  TRAP-M 
OTHERWISE  You  WOULD  61  1 
100%  fositwe!  OPewIHG  1 1 
THE  CHEST  ft  TOUR  li 

^  pun»shj«kt*|| 

1 

||V  * 

% 

Bps 

If 

V  s 
1 


[  SCALE  MAIL  ] 

letter  implies.  However,  like  most  pres¬ 
tige  classes,  this  one  was  designed  with  a 
particular  character  type  in  mind.  In  this 
case,  the  prestige  class  is  intended  for 
melee-minded  characters  who  also  have 
the  ability  to  cast  divine  spells.  The 
description  of  the  vengeance  sworn 
makes  it  dear  that  these  characters  are 
relentless,  driven,  battle-hardened,  and 
comfortable  in  harsh  environments.  The 
barbarian,  ranger,  fighter,  and  druid 
classes  fit  these  aspects  to  some  point, 
and  certainly  even  more  so  when  com¬ 
bined  into  a  multiclass  character. 

Remember  that  your  DM  has  the  final 
say  on  any  game  aspect.  If  you’d  like  to 
change  the  focus  of  the  vengeance 
sworn  or  some  of  the  requirements,  ask 
your  DM. 

The  Legacy  Lives  On 

I’m  writing  in  response  to  the  deluge  of 
art-related  complaints  you  seem  to 
receive  each  month,  particularly  in 
regards  to  the  cover  art  from  the  April 
issue  (#294).  I  can’t  understand  how  any 
male  who  is  secure  in  his  masculinity 
could  be  put  off  by  the  artwork  on  the 
April  cover.  Sure,  it  depicts  a  scantily 
clad  male  with  incredibly  buff  features, 
but  hasn’t  anyone  out  there  ever 
watched  movies  like  Conan  the 
Barbarian ?  Barely  clothed,  hulking  males 
are  as  much  a  part  of  the  genre’s  legacy 
as  gorgeous  women  in  skimpy  chainmail 
bikinis.  Besides,  it’s  just  cover  art;  buying 
the  issue  in  no  way  suggests  anything 
about  your  masculinity. 

Personally,  I  have  loved  the  cover  art 
(and  interior  art)  of  each  issue  of 
Dragon,  which  I  have  purchased  since 
the  new  edition  came  out.  It  is  vibrant, 
alive,  and  a  welcome  change  from  the 
old,  “medieval”  style,  which,  though 
time-honored  and  proven,  can  get  a  little 
stale  after  twenty-odd  years.  Keep  up 
the  fantastic  work,  folks! 

Tristan  Kasper 

Rochester,  NY 

Take  a  Growth  Pill 

I’ve  been  a  reader  of  Dragon  Magazine 
for  almost  twenty  years,  and  until  now, 
I’ve  never  written  in  to  express  my 
opinion.  This  time  I  had  to.  I  just  picked 
up  the  June  issue  of  Dragon  (#296)  and 
started  skimming  through  it.  I  only  made 
it  to  page  twelve  before  I  was  so 
appalled  by  the  content  of  “Scale  Mail” 


that  I  had  to  respond.  The  extreme 
immaturity  evident  in  some  of  the  letters 
was  very  disturbing  to  me,  especially 
because  they  relate  to  a  game  that  I 
always  thought  appealed  to  a  better 
class  of  person  than  that. 

One  particular  letter  relates  an  over¬ 
heard  conversation  wherein  a  male 
gamer  couldn’t  buy  the  April  issue 
because  it  has  a  bare-chested  man  on 
the  cover.  I  actually  had  to  go  back  and 
dig  out  my  copy  of  that  issue  to  take  a 
second  look  at  this  supposedly  awful  dis¬ 
play,  because  I  couldn’t  remember  notic¬ 
ing  a  problem  with  it.  When  I  looked 
again  I  saw  why  I  couldn’t  remember 
anything.  There  was  no  problem.  I 
thought  it  was  a  fine  piece  of  artwork. 
Better  than  some  covers,  not  as  good  as 
a  few  others  I’ve  seen.  I  can’t  under¬ 
stand  why  anyone  would  have  a  problem 
with  this  cover.  I  find  it  sad  that  some 
people  could  be  so  insecure  that  they 
would  not  buy  a  magazine  over  such  an 
inoffensive  piece  of  art.  I  hope  no  one 
ever  makes  them  read  a  Conan  the 
Barbarian  comic-they  might  be  trauma¬ 
tized  for  life. 

I  also  found  the  tone  of  that  letter  dis¬ 
turbing.  The  idea  that  this  cover  was 
somehow  retribution  on  male  gamers  for 
the  scantily  clad  women  portrayed  in  the 
industry  over  the  years  was  petty.  So 
we  get  to  see  what  it  feels  like  for  the 
females?  I’m  a  male  gamer,  and  I  wasn’t 
bothered  in  the  least  by  that  cover,  so 
why  are  they  bothered  by  others? 

Another  letter  in  “Scale  Mail”  asks 
that  only  female  flesh  be  shown  on  the 
covers  out  of  respect  for  the  tender 
sensibilities  of  the  male  majority.  I’m  not 
even  sure  how  to  address  this  one.  The 
only  response  I  can  think  of  is:  Grow  up! 

What  it  all  comes  down  to,  or  should 
come  down  to,  is  that  art  is  art.  If  it’s 
done  well,  looks  good,  and  isn’t  porno¬ 
graphic,  then  it  shouldn’t  be  a  problem. 

Calvin  Camp 
New  Berlin,  NY 

We  could  go  on  and  on  with  gobs  of  let¬ 
ters  we  received  in  support  of  the  cov¬ 
ers  from  issues  #zg3  and  #2g6,  but  we 
think  you  get  the  idea. 

Seeking  Fiction? 

I  have  a  question  regarding  the  fiction 
you  include  in  your  magazine.  Is  it  possi¬ 
ble  to  send  you  some  of  my  stories? 


To  inquire  about  subscriptions,  email  dragon@pcspublink.com  or  call  i  (800)  395-7760.  In  Europe,  email  subscriptions@tnsofres.com  To  contact  Dragon  about  editorial  concerns,  email 
scalemail@wizards.com.  Letters  reproduced  in  the  magazine  may  be  edited  for  clarity  and  length.  All  letters  must  include  your  full  name  and  home  city.  Due  to  time  constraints  and  the 
volume  of  letters  received,  individual  responses  are  not  always  possible. 


12  august  2oo2 


[  SCALE  MAIL  ] 


KNIGHTS  ND  PALADINS! 

Campaign  Components:  Knights 

by  John  Tresca 

This  issue  of  Dragon  presents  the  first  of  a 
new  concept  for  articles  about  DStD.  New 
campaign  settings  are  great,  but  often  it’s 
hard  to  adapt  that  material  for  a  game  already 
in  progress.  “Campaign  Components”  articles 
take  the  best  parts  of  a  campaign  idea  and 
give  you  the  tools  you  need  to  add  a  specific 
theme  to  your  home  campaign  or  use  them  to 
build  a  new  world. 

The  first  installment?  Knights! 

Jousting  tournaments,  knightly  orders, 
honor,  chivalry,  quests,  crusades,  and  courtly 
intrigue:  It’s  all  explained  and  presented  so 
you  can  lift  it  or  leave  it.  Play  a  gnome 
peasant,  a  dwarven  squire,  a  halfling  knight, 
or  a  half-ore  king.  Inside,  you’ll  also  find  new 
uses  for  skills,  d2o  jousting  and  tournament 
rules,  magic  items,  and  adventure  seeds  so 
you  can  add  knights  to  any  game. 

Think  it’s  not  D&tD  without  mind  flayers 
and  mages?  Don’t  worry:  We’ll  show  you  how 
to  bring  chivalry  to  the  dungeons  and  dragons 
to  the  tilting  grounds. 

ARCANE  LORE:  Sacred  Spells 

by  Amber  E.  Scott 

Pump  up  your  paladins  with  new  spells  of 

truly  righteous  might. 

CLASS  ACTS: 

Oath  and  Order 

by  Bruce  R.  Cordell 

Two  deadly  monk  prestige  classes  show  the 
power  of  an  ordered  mind. 

BAZAAR  OF  THE  BIZARRE: 

The  Wizard’s  Toy  Box 

by  Christopher  Coyle 

See  what  terror  and  joy  the  toys  of  wizards 

can  bring. 

THE  PLAY’S  THE  THING: 

Feats  of  Personality 

by  Eric  Cagle 

Does  having  the  Run  feat  make  you  a 
coward?  See  how  your  feats  can  affect 
your  personality. 


Inside  you’ll  also  find  new  fiction,  “DM’s 
Toolbox,”  “Silicon  Sorcery:  Warcraft  III” 
“Guild  Secrets,”  “Living  Greyhawk,”  and 
more  advice,  tools,  and  tactics  to  improve 
your  game! 


Heitor  Lisboa  Altemani 
Campinas,  Sao  Paulo,  Brazil 

While  we  used  to  accept  fiction  submis¬ 
sions  from  our  readers  and  other  unso¬ 
licited  writers,  we  have  recently 
changed  our  policy.  Due  to  time  con¬ 
straints,  the  enormous  volume  of  stories 
received,  and  our  small  staff,  we  are 
now  only  accepting  fiction  submissions 
from  solicted  authors.  We  know  that  this 
is  bound  to  disappoint  the  small  portion 
of  our  readership  who  saw  the  magazine 
as  their  gateway  to  publishing  fiction,  but 
were  a  gateway  into  the  gaming  indus¬ 
try,  and  we  want  fans  to  focus  solely  on 
contributing  game-related  articles  now. 

We  are  making  the  finishing  touches 
to  the  new  submission  guidelines.  You’ll 
find  the  guidelines  on  the  new  website 
www.paizopublishing.com  very  soon. 

A  New  Model? 

I  am  writing  to  ask  that  you  bring  back 
the  “Role  Models”  column.  I  greatly 
enjoy  this  column,  and  I  believe  that  its 
job  is  not  yet  finished.  One  direction  to 
consider  is  scenery,  structures,  and 
other  terrain.  Zvezda  of  Russia  and 
Dorn  us  of  Spain  both  make  kits  for 


medieval  structures  that  are  roughly  the 
right  scale  for  the  D&tD  miniatures.  The 
“Role  Models”  column  could  also  explore 
scratchbuilding,  like  the  superb  articles  in 
Star  Wars ™  Gamer.  [Ed:  scratchbuilding 
is  the  building  of  terrain  models  using 
scrap  and  common  household  items.] 

Brian  Willard 
Redding,  CA 

“Role  Models”  was  a  great  column,  but 
ultimately  the  Web  seemed  a  better  place 
for  Mike  May’s  great  instruction 
because  new  readers  could  then  find 
step-by-step  instructions  in  one  easily 
cataloged  place.  You  can  find  Mike’s 
instructions  in  his  “Paint  Like  a  Pro” 
series  on  www.wizards.com/dnd. 

Mistaken  Identity 
The  letter  entitled,  “No  Mindreading”  in 
issue  #296  was  incorrectly  credited  to 
James  Gadbois  of  Portland,  Maine.  The 
correct  author  is  Campbell  Rhodes,  of 
Richardson,  Canberra,  Australia. 
Apparently,  we  should  have  titled  the 
letter,  “We  Are  Mindless,”  for  the  obvi¬ 
ous  brain  fart.  Our  apologies  to  the 
“Rev”  Gadbois  and  Mr.  Rhodes.  ® 


WINNER 

RUNNER-UP 

“Hey  look,  I’m  part  monk!” 

“Hey!  You  can’t  do  that  in  3rd  Edition!” 

Jim  Mathews  •  San  Jose,  CA 

Congratulations  Dan  Kendall! 

Honorable  Mention 

Colgate,  Wl 

“Jeepers,  I’m  in  for  it  now!  Dad  said,  ‘no 

tatoos  or  piercings!”’ 

Paul  Mohler  •  Overbrook,  KS 

To  inquire  about  subscriptions,  email  dragon@pcspublink.com  or  call  1  (800)  395-7760.  In  Europe,  email  subscriptions@tnsofres.com  To  contact  Dragon  about  editorial  concerns,  email 
scalemail@wizards.com.  Letters  reproduced  in  the  magazine  may  be  edited  for  clarity  and  length.  All  letters  must  include  your  full  name  and  home  city.  Due  to  time  constraints  and  the 
volume  of  letters  received,  individual  responses  are  not  always  possible. 


14  august  2oo2 


AUGUST 


i;uiii  RuNitiuiiK 


criTofii^ 

SpmOVUUEEN 


THE  LIONESS 

A  Dragonlance  novel  by 
Nancy  Varian  Berberick 

$6.gg/$g.99  CAN 
ISBN:  0-7869-1949-3 


THE  LIVING  DEAD 

A  D&D  novel  by 
T.  H.  Lain 

$5-99/$7-99  CAN 
ISBN:  0-7869-2848-4 


MONSTER 
MANUAL  II 

A  Dungeons  &  Dragons 
accessory  by  Jeff 
Grubb,  Rich  Redman, 
Steve  Winter,  and  Ed 
Bonny 

$2g.95/$4i.g5  CAN 
ISBN:  0-7869-2873-5 


CITY  OF  THE 
SPIDER  QUEEN 

A  Forgotten  Realms 
super  adventure  by 
James  Wyatt 

$2g.95/$4i.95  CAN 
ISBN:  0-7869-2873-5 


CITY  OF  THE 
SPIDER  QUEEN 
MINIATURES  BOX 

A  Dungeons  &  Dragons 
accessory 
$ig.95/$27.95  CAN 
ISBN:  0-7430-0511-2 


CHAINMAIL  CORE 
RULEBOOK 

A  Chainmail  Core 
Rulebook  by  Bruce 
Cordell,  Rob  Heinsoo, 
Chris  Pramas,  Jonathan 
Tweet,  and  Skip 
Williams 

$2g.95/$4i.g5  CAN 
ISBN:  0-7430-0476-0 


HAND  OF  FIRE 

A  Forgotten  Realms 
novel  by  Ed  Greenwood 

$i4-95/$2i.95  CAN 
ISBN:  0-7869-2760-7 


MASTERS  OF 

DRAGONLANCE 

ART 

A  Dragonlance  artbook 
$24.95/$34.g5  CAN 
ISBN:  0-7869-2798-4 


THE  DAY  OF 
TEMPEST 

A  Dragonlance  novel 
by  Jean  Rabe 

$6.gg/$9.99  CAN 
ISBN:  0-7869-2857-3 


[  AT  THE  TABLE  ] 

THE  CAVE  OF  PAIN 

BATTLEMAT 

AND  CHAINMAIL  COLLECTOR’S  POSTER 


This  months  free  poster  has  two  very 
different  applications,  side  one  is  obvi¬ 
ously  a  collectors  checklist  for  the 
Chainmail  miniatures,  and  the  other  side 
is  a  battlemat  suitable  for  either  D&tD 
or  Chainmail  battles.  The  dots  on  the 
map  deliniate  the  1"  squares  necessary 
to  play  D&tD,  but  they  are  not  as 
obtrusive  as  a  standard  grid,  allowing 
Chainmail  players  a  great  battlefield. 

D&tD  Gameplay  Notes 

The  following  notes  help  you  run  D&tD 
combats  in  the  Cave  of  Pain.  In  all 
cases  feel  free  to  use  or  ignore  what¬ 
ever  you’d  like.  The  cavern  and  its  spi¬ 
der  theme  are  ripe  for  adventure  and 
encounter  ideas,  so  give  your  imagina¬ 
tion  free  reign.  Here  are  a  few  ideas: 

A:  The  spider  on  the  floor  emits  a 
faint  but  potent  magical  aura  that 
makes  wounds  more  dangerous  than 
normal.  Any  wound  dealt  by  a  slashing 
weapon  continues  to  deal  one  point  of 
damage  per  round,  as  if  dealt  by  a 
weapon  with  the  wounding  property. 

B:  The  webs  between  the  pillars  can 
simply  represent  cobwebs,  or  they 
could  be  more  significant  obstacles, 
perhaps  they  are  fireproof,  spun  by 


fiendish  spiders,  or  perhaps  they  hide 
wires  that  set  off  traps  (Search  DC  25). 

Chainmail  Gameplay  Notes 

The  Cave  of  Pain  is  a  scenario  in  the 
set  4  guidebook,  Shadow  of  the  Drow. 
Every  time  a  model  suffers  damage  in 
the  cave,  it  takes  an  additional  point  of 
automatic  damage.  You  can  use  this 
cavern  as  the  Cave  of  Pain  or  use  it 
for  other  underground  scenarios.  The 
locations  for  Blood  Harvest’s  divine 
sparks  are  marked  on  the  cavern  floor. 

A:  Ordinarily,  the  spider  glyph  at  the 
center  of  the  cavern  has  no  effect  on 
play,  and  terrain  can  even  be  placed  on 
it  if  you  are  putting  more  terrain  into 
the  cave.  But  if  you  wish,  you  could  let 
the  spider  glyph  function  like  some  spe¬ 
cial  terrain  piece,  having  the  same 
effect  as  a  sacred  circle  or  murder  tile, 
for  example. 

B:  Before  each  battle,  decide  whether 
you  want  to  ignore  the  web  strands  in 
the  cavern  or  treat  them  like  small 
pieces  of  Web  terrain  as  described  in 
Shadow  of  the  Drow. 

Note  that  there  are  spaces  that  mod¬ 
els  with  40mm  bases  will  only  be  able 
to  pass  through  by  squeezing.  *3 


To  inquire  about  subscriptions,  email  dragon@pcspublink.com  or  call  i  (800)  395-7760.  In  Europe,  email  subscriptions@tnsofres.com  To  contact  Dragon  about  editorial  concerns,  email 
scalemail@wizards.com.  Letters  reproduced  in  the  magazine  may  be  edited  for  clarity  and  length.  All  letters  must  include  your  full  name  and  home  city.  Due  to  time  constraints  and  the 
volume  of  letters  received,  individual  responses  are  not  always  possible. 


16  august  2oo2 


SPIRAL  OF 
MANZESSINE 


[  AT  THE  TABLE  ] 


Noonan 
A  prison  riot 
never  bodes  well 
for  visitors.  When 
that  prison  is  in 
the  Underdark  and 
run  by  mind 
flayers,  you  know  1 
the  brains  are  about  to  hit  the  fan.  A  D&tD 
adventure  for  nth-level  PCs  but  scalable  for 
levels  9-15. 

BLOODLINES 

by  Luke  Johnson 

An  ambitious  count  looks  to  establish  a  link 
between  his  family  and  the  ruling  house.  But 
at  what  cost  to  himself  or  the  realm?  A 
D&tD  adventure  for  7th-level  characters  but 
scalable  for  levels  4-10. 

THE  LAST  HUNT 

by  James  Wilber 

An  aging  nobleman  is  determined  to  go  on 
one  last  adventure.  Will  his  final  hunting  trip 
be  his  final  hunting  trip?  A  D&tD  adventure 
for  4th-level  characters  but  scalable  for 
levels  2-6. 

WORMS  IN  THE  EXCHEQUERY 

by  Frank  Brunner 
When  a  bank  heist  doesn’t  pan  out  as 
expected,  a  group  of  dangerous  criminals 
takes  everyone  inside  hostage.  Can  the  PCs 
negotiate  with  the  villains,  or  will  more 
physical  measures  need  to  be  pursued?  A 
D&tD  adventure  for  igth-level  characters, 
but  scalable  for  levels  11-19. 


OMEGA 
WORLD 

It’s  been  several 
years  since  the 
Bomb.  Living  among  a  tribe  of 
mutants  and  sentient  animals  is  fun,  and  all, 
but  it’s  time  to  move  out  and  explore  those 
radioactive  ruins  over  yonder.  So  grab 
your  baseball  bat  and  truck-tire  armor-it’s 
time  to  unlock  the  secrets  of  the  Ancients. 
If  you  manage  to  survive  battles  against 
androids  and  two-headed  psychic  badgers, 
you  might  just  win  fabulous  treasure.  Or 
you  might  find  a  toaster.  In  an  irradiated 
dark  future,  toasters  and  treasure  might 
very  well  turn  out  to  be  one  in  the  same. 

Omega  World  is  the  d20  version  of 
TSR’s  classic  Gamma  World  game.  Designed 
by  Players  Handbook  impresario  Jonathan 
Tweet,  the  game  includes  scores  of 
mutations  and  defects,  a  new  free-form 
experience  system  suitable  for  D&tD, 
weapons,  technology,  and  loads  of 
dangerous  intelligent  animals. 


WHEN  PAIZO  SAYS, 

“I  PLAY,” 

YOU  WIN! 


Dragon  #298  is  the  first  issue 
released  under  the  rubric  of  Paizo 
Publishing,  LLC.  The  company’s  name 
means,  “I  play!”  in  Greek.  We  hope  it  will 
always  suggest  that  you  win.  The  new 
company’s  focus  will  be  on  entertain¬ 
ment  that  engages  the  mind  and  pulls 
you  into  fascinating  and  rich  universes. 
So,  you’re  likely  to  see  a  wide  variety  of 
magazines  come  out  of  our  company 
over  the  coming  years.  Before  you 
panic  about  inevitable  changes,  however, 
let  me  reassure  you:  You’ll  still  see  the 
familiar  (and  in  my  case  “old”)  faces  in 
these  pages  because  we  brought  the 
entire  periodicals  department  of  Wizards 
of  the  Coast  into  our  new  publishing 
venture.  We’re  very  excited  about  this 
because  it  means  that  those  of  us  who 
produce  the  magazines  now  control  our 
own  destiny.  Hasbro  and  Wizards  of  the 
Coast  are  very  excited  about  this  ven¬ 
ture,  as  well.  They  love  the  way  Dragon 
and  Dungeon  magazines  have  matured, 
and  they  wanted  to  reward  us  for  our 
good  work  by  letting  us  own  our  own 
business.  They  know  we’ll  do  an  even 
better  job  on  the  magazines  as  we  grow 
the  business  and  cover  other  types  of 
games  and  entertainment  that  are  not 
part  of  the  Hasbro/Wizards  of  the  Coast 
empire.  We  are  proud  of  the  fact  that 
Lucasfilm,  Ltd.  has  also  placed  its  impri¬ 
matur  upon  our  new  company,  and  we’ll 
be  producing  Star  l4&rs™  Insider ;  as 
well.  For  most  of  you,  the  name  and 
ownership  change  won’t  mean  anything. 
Dragon  will  continue  to  be  “All  Dungeons 
&t  Dragons  all  the  time,”  the  same  staff 
will  be  working  on  the  magazines,  the 
same  printer  will  be  printing  them,  sub¬ 
scriptions  will  be  sent  to  the  same  Post 
Office  box,  and  the  same  great  writers 
and  artists  will  still  grace  the  pages.  You 
should  continue  to  find  the  publications 
at  the  same  stores  (maybe  even  more!) 
where  you  bought  them  before,  and  you 
should  continue  to  get  your  subscrip¬ 
tions  on  the  same  schedule.  We’ll  still  be 


working  closely  with  the  talented  design¬ 
ers  and  writers  who  create  the  games 
and  game  supplements  at  Wizards  of  the 
Coast,  and  we’ll  still  strive  to  provide  the 
most  consistent  information  available  on 
your  favorite  games. 

So,  what’s  the  point  of  changing  com¬ 
panies?  Frankly,  neither  Hasbro  nor 
Wizards  of  the  Coast  wants  to  be  a 
magazine  publisher.  Both  companies 
were  built  on  publishing  quality  games 
and  toys.  That  doesn’t  mean  the  compa¬ 
nies  don’t  see  the  value  of  the  maga¬ 
zines.  Both  Hasbro  in  recent  years  and 
Wizards  of  the  Coast  in  prior  years 
invested  considerable  amounts  in  build¬ 
ing  up  the  magazines  to  their  current 
positions  of  strength,  but  the  magazines 
primarily  existed  to  support  Hasbro  and 
Wizards  of  the  Coast  product  lines.  As 
creative  staff,  we  are  gamers  interested 
in  a  wide  variety  of  games:  card  games, 
miniatures,  roleplaying  games,  board 
games,  electronic  games,  and  online 
games.  We  want  to  produce  magazine 
titles  that  reflect  all  kinds  of  gaming,  and 
we  couldn’t  ask  Hasbro  to  invest  in 
those  new  titles.  We  can,  however, 
invest  in  our  own  business  as  the  future 
unfolds.  In  short,  you  have  a  creative 
staff  with  more  freedom  than  ever 
before.  We’ve  always  loved  covering  our 
own  products,  and  we’ll  continue  to  do 
so  with  our  current  magazine  titles,  but 
we  look  forward  to  covering  the  whole 
gamut  of  gaming  with  new  magazines  in 
the  future.  In  other  words,  with  Dragon 
under  the  auspices  of  Paizo  Publishing, 
LLC,  we  all  play  and  we  all  win!  ® 


Johnny  L.  Wilson,  President 
Paizo  Publishing,  LLC 


To  inquire  about  subscriptions,  email  dragon@pcspublink.com  or  call  i  (800)  395-7760.  In  Europe,  email  subscriptions@tnsofres.com  To  contact  Dragon  about  editorial  concerns,  email 
scalemail@wizards.com.  Letters  reproduced  in  the  magazine  may  be  edited  for  clarity  and  length.  All  letters  must  include  your  full  name  and  home  city.  Due  to  time  constraints  and  the 
volume  of  letters  received,  individual  responses  are  not  always  possible. 

2o  august  2oo2 


FLESH  FOR 


THE  SECRET  LIFE  OF 


DAFtKELVES 

by  Robin  D.  Laws  •  illustrated  by  Marc  Sasso 


0  Flesh  Carver ,  who  wove  the  world; 

Who  made  us  from  the  darkest  day, 

Spinning  in  it  a  red  web  of  vein  and  artery, 

We  feel  thy  hunger. 

0  Lo/th,  humbly  today  we  feed  thee. 

We  feed  you  this  flesh,  this  quivering  meat. 
With  a  blade  like  your  jaws, 

We  divide  musde  from  bone. 

Eat  of  this,  the  meal  we  consecrate  to  thee, 
And  do  not  this  day  devour  us. 

-adjuration  from  the  Crimson 
Liturgy  of  Lolth 

Through  ancient  stone  corridors,  wet  and 
slick  with  moss,  the  drow  gentry  pro¬ 
ceed.  Screams  and  whimpers  emanate 
from  the  amphitheater  ahead.  The  cries 
prompt  throaty  laughter  from  a  lithe,  pitch¬ 
skinned  priestess,  her  glistening  body  cov¬ 
ered  with  dozens  of  gray-furred  spiders  that 
crawl  across  it,  each  the  size  of  a  baby’s  fist. 
The  priestess’s  hair,  white  as  an  ice  field,  lays 
close  to  her  narrow,  oblong  skull.  Studs  of 
polished  silver  protrude  from  her  brow, 
cheekbone,  and  jawline. 

Her  gnome  servant  teeters  from  side  to 
side,  bent  from  the  weight  of  the  gilded  chest 
she  bears,  laden  with  greenwine  and  sweet¬ 
meats.  The  servant’s  hands  have  been 
removed  at  the  wrist;  her  eye  sockets  are 
scorched  and  empty.  She  cannot  stop  herself 
from  shuddering. 

Abruptly,  a  red-lipped  jester  capers  up 
from  behind,  displaying  steel  hooks  that  jut 


up  through  his  shoulder  blades.  He  seeks  a 
new  victim,  someone  to  run  his  chains  of 
precious  metal  through.  The  priestess 
reaches  out  to  rake  the  clown  with  razor- 
honed  nails,  casually  opening  troughs  of 
crimson  in  the  flesh  of  his  back.  The  jester 
shimmies  and  wriggles  his  tongue  out  along 
his  rouge-caked  lips. 

A  hiss  of  anticipation  arises  in  the  crowd. 
Tonight  the  blood  will  flow  like  wine,  and  if 
they  are  lucky,  the  spider  goddess  herself  will 
appear  and  tear  off  someone’s  head. 

Evil  Beneath  Your  Feet 

Many  good  people  of  the  surface  world  fear 
the  drow,  even  though  few  have  ever  beheld 
one.  They’ve  heard  legends  of  the  night¬ 
skinned  elves  and  of  their  cruel  and  hungry 
goddess,  Lolth  the  Spider  Queen.  Some  say 
that  these  tales,  which  attribute  every  imagi¬ 
nable  depravity  to  the  dark  elves,  cannot 
possibly  be  true.  Although  there  is  evil  in  the 
world,  the  idealists  say,  the  accounts  of 
adventurers  who  come  back  from  the 
Underdark  must  be  exaggerated.  No  society, 
not  even  a  completely  evil  one,  could 
possibly  continue  if  its  people  were  as  per¬ 
verse  and  unpredictably  brutal  as  their  ene¬ 
mies  claim. 

So  much  for  the  prattling  of  sages!  Go  to 
any  tavern  frequented  by  explorers  and 
treasure  seekers,  and  they  will  educate  you: 

If  anything,  the  stories  fail  to  capture  the 
true  horror  of  the  dark  elven  world. 


FOR  YOUR  CAMPAIGN 

If  your  campaign  doesn’t  include 
drow,  or  if  drow  don’t  play  a 
prevalent  role  in  your  campaign, 
you  can  still  use  many  elements 
of  this  article.  Below  are  some 
suggestions  to  help  spark  your 
imagination. 

•  All  elves  are  evil.  There  is 
only  one  subrace  of  elves  (those 
described  in  this  article),  and 
they  dwell  on  the  surface  instead 
of  underground. 

•  Every  few  generations  or 
so,  a  dark  elf  child  is  born  into 
an  elven  community.  These 
anomalies  are  seen  as  portents 
and  usually  signal  a  change  in  a 
major  power  structure  or  in  the 
environment  and  ecosystem. 
These  dark-skinned  children 
posses  strange  powers  and  abili¬ 
ties  (see  the  drow  description  in 
the  Monster  Manual),  and  they 
are  gifted  (or  plagued  depending 
on  one’s  opinion)  with  visions  of 
the  future.  Although  they  are 
given  a  special  role  in  their  com¬ 
munity  and  treated  with  a  high 
level  of  respect,  they  are  often 
shunned  in  their  childhood  by 
other  youngsters  and  forced  to 
become  self-sufficient. 

•  The  drow  are  outsiders 
from  another  realm.  Having 
exhausted  their  own  world  of 
humanoids  to  enslave  and  sacri¬ 
fice  to  their  hungry  god,  they’ve 
begun  invading  other  realms  in 
search  of  prey. 

•  As  the  result  of  a  major 
environmental  catastrophe,  a 
new  race  (the  drow)  has  been 
born  on  the  planet’s  surface, 
perfectly  suited  to  the  planet’s 
post-apocalyptic,  hostile  environ¬ 
ment  in  which  only  the  strongest 
and  most  clever  survive.  Never 
having  known  peace,  this  new 
race  has  no  concept  of  good  and 
is  multiplying  at  an  alarming  rate. 

•  There  are  no  dark  elves. 
Instead,  there  is  a  cult  of  evil 
surface  elves  who  refer  to  them¬ 
selves  as  “drow”  and  worship  a 
spider  god  named  Lolth.  They 
believe  that  by  sacrificing  thou¬ 
sands  of  humanoids,  Lolth  will 
bless  the  dying  elven  race,  and 
they’ll  once  again  reign  supreme 
over  the  other  races. 


FOR  YOUR  CHARACTER 

Don’t  play  a  drow?  Don’t 
worry!  There  are  still  a  number 
of  ways  you  can  use  the  infor¬ 
mation  presented  in  this  article. 
For  example,  you  can  use  it  to 
create  an  interesting  back¬ 
ground  and  plot  hook  for  your 
character.  Below  are  some 
ideas  that  you  can  use  as  is,  or 
you  might  use  them  as  a 
springboard  for  creating  other 
interesting  backgrounds  for 
your  character. 

•  You  killed  my  father;  pre¬ 
pare  to  die.  The  drow  mur¬ 
dered  your  entire  family, 
leaving  you  orphaned  as  a 
child.  Maybe  you  were  cap¬ 
tured  and  tortured  by  drow, 
but  you  managed  to  escape 
their  clutches.  You’ve  studied 
their  ways  and  learned  their 
weaknesses,  and  now  you  are 
ready  to  fulfill  your  promise  of 
revenge.  You  won’t  rest  until 
the  world  is  rid  of  this  abom¬ 
inable  race. 

•  Luke,  I  am  your  father. 

You’ve  always  looked  a  little 
different  from  the  other  elves. 
Your  skin  is  a  bit  darker  than 
normal,  your  hair  a  little  more 
blonde,  and  your  eyesight  is  a 
little  sharper  in  the  darkness. 
Your  mother,  who  raised  you 
alone,  is  soon  to  leave  the 
world  of  the  living,  and  she  is 
ready  to  tell  you  her  terrible 
secret:  Your  father  is  a  drow! 
Torn,  you  must  decide  whether 
to  seek  out  your  father  and 
learn  this  new  aspect  of  your 
heritage  or  keep  your  mother’s 
secret  exactly  that-a  secret. 

•  Oh  brother,  wherefore  art 
thou?  Your  sibling  has  been 
kidnapped  by  the  drow  for  sac¬ 
rifice,  and  it  is  up  to  you  to 
rescue  him  before  he  becomes 
food  for  their  hungry  goddess. 
Having  received  training  in 
reconnaissance,  your  plan  is  to 
infiltrate  drow  territory  as  a 
merchant  and  then  glean  as 
much  information  on  the  enemy 
as  possible  before  leading  a 
rescue  attempt.  Although  your 
mission  is  dangerous,  you  have 
no  choice-you  are  your  sib¬ 
ling’s  last  hope. 


“We  Are  All  Lolth’s  Meat” 

Drow  society  survives  as  it  does  because  a 
powerful  and  capricious  goddess  wills  it  so. 
Lolth-known  as  the  Mother  of  Mandibles,  the 
Flesh  Carver,  and  the  Weaver  of  Webs-rules 
drow  existence.  Through  her  terrible  earthly 
agents,  the  priestesses,  she  takes  an  interest  in 
each  individual,  from  painful  birth  to  wretched 
death.  From  early  childhood,  all  drow  know 
that  they  exist  only  to  provide  their  goddess 
with  food  and  pleasure.  Those  who  survive  to 
adulthood  learn  not  to  fear  this  eternal  truth, 
but  to  embrace  it.  They  face  any  hazard  with 
steely  resolve,  knowing  that  no  danger  can  be 
remotely  as  terrifying  as  the  face  of  Lolth.  To 
worship  her  is  to  blot  out  doubt  and  hesitation. 
Her  dark  and  beady  eyes  contain  the  only 
truth:  Life  is  but  a  fleeting  dance  between 
predator  and  prey.  Eventually,  everyone  is 
torn  apart  and  digested.  Therefore,  the  only 
way  to  grant  meaning  to  existence  is  to 
ensure  that  you  make  many  kills  before  you 
die  and  that  you  show  your  taste  and  style  by 
making  your  prey  suffer  exquisitely  as  they 
expire.  A  drow  who  cannot  find  delight  in 
agony  and  destruction  is  no  drow  at  all,  fit 
only  for  ritual  slaughter.  When  courage 
wavers,  the  true  drow  need  only  chant  to  her¬ 
self  the  central  credo  of  her  faith:  “We  are  all 
Lolth’s  meat.” 

Although  all  drow  embrace  death,  each 
individual  naturally  prefers  to  embrace  the 
death  of  others  over  her  own.  The  desire  to 
avoid  becoming  Lolth’s  next  meal  drives  all 
interactions  in  a  dark  elven  community.  Even 
the  mightiest  priestesses  must  watch  their 
backs  to  ensure  that  ambitious  young 
acolytes  don’t  schedule  them  for  the  Flesh 
Carver’s  feeding  chamber.  For  every  hun¬ 
dred  adults  in  a  drow  community,  its  priest¬ 
esses  must  make  one  sacrifice  per  week.  The 
priestesses  satisfy  the  grinding  demand  for 
new  sacrifices  in  various  ways.  Vigorously 
they  seek  blasphemers  and  lawbreakers  to 
consign  to  their  blood  altar.  They  solicit 
informants,  who  report  the  infractions  of 
others  to  avoid  becoming  victims  themselves. 

Only  on  rare  and  glorious  occasions  can  a 
drow  community  justify  the  sacrifice  of  one  of 
its  own  adults.  Its  victims  are  most  often  slaves 
or  captives.  Still,  shortages  of  captives  can 
occur  at  any  moment,  and  smart  drow  always 
make  sure  they  have  at  least  one  patroness 
among  the  local  priesthood.  Each  priestess  sur¬ 
rounds  herself  with  a  network  of  toadies  who 
do  her  bidding.  Normally,  no  priestess  dares 
sacrifice  the  favorites  of  a  higher-ranking  col¬ 
league.  Although  a  wheedling  and  servile  man¬ 
ner  never  harms  one’s  chances  of  success 
with  a  priestess,  a  proud  and  dignified  drow 
can  prove  herself  indispensable  in  other  ways. 


Renowned  artists,  skilled  torturers,  knowledge¬ 
able  sages,  and  accomplished  craftsmen  can 
ensure  their  survival  by  serving  both  the 
priestesses  and  the  community  at  large.  Among 
all  their  favorites,  the  priestesses  covet 
hunters  the  most.  These  hunters  are  drow 
adventurers  who  rove  the  passageways  of  the 
Underdark  in  search  of  intelligent  captives  to 
enslave  or  sacrifice. 

Lolth’s  priestesses  know  what  she  best  likes 
to  eat:  Drow  are  better  to  sacrifice  than 
other  races,  adults  are  better  than  children. 
She  prefers  healthy  individuals  to  the  sick  or 
feeble,  and  the  more  powerful  and  skilled  a 
character,  the  better.  Among  non-drow,  the 
Spider  Queen  vastly  favors  humanoids  over 
all  other  creature  types  and  would  rather 
devour  the  good  and  lawful  than  the  evil  or 
chaotic.  Unintelligent  beings  (with  an 
Intelligence  less  than  3)  are  beneath  her 
interest,  for  they  cannot  understand  their 
suffering.  To  place  a  mere  animal  on  her 
altar  is  to  risk  being  eaten  yourself. 

The  priestesses  determine  if  their  sacrifices 
lack  sufficient  quantity  and  quality  to  please 
their  goddess.  When  they  must  know  for  cer¬ 
tain,  a  commune  spell  provides  the  Great 
Spider’s  direct  answer.  Usually,  though,  expe¬ 
rienced  priestesses  can,  by  reading  omens,  tell 
if  Lolth  is  content  with  their  gifts.  One  telltale 
sign  of  the  goddess’s  displeasure  is  the  suc¬ 
cess  of  one’s  enemies.  If,  for  example,  a  party 
of  adventurers  penetrates  the  drow  commu¬ 
nity’s  defenses,  it  is  clear  that  the  Spider 
Queen  has  withdrawn  her  favor.  To  win  it 
back,  the  priestesses  must  increase  their  regi¬ 
men  of  sacrifices-starting  with  the  invaders. 

Bloodied  From  the  Birth-Sac 

A  notable  difference  between  drow  and  their 
topside  cousins  lies  in  their  fertility  rate.  Most 
elves  have  very  low  fertility  rates,  in  keeping 
with  their  long  lifespans.  Drow  mothers,  in 
contrast,  give  birth  as  often  as  the  more  fer¬ 
tile  races,  such  as  humans  and  ores.  Their 
greater  fertility  reflects  the  crushing  mortality 
rate  among  drow  infants  and  youngsters. 

Drow  females  might  give  birth  to  ten  times  the 
number  of  babies  than  the  females  from  other 
elven  subraces  do,  but  this  does  not  mean  that 
they  end  up  with  more  adult  children. 

It  is  common  for  pregnant  drow  to  carry 
twins  or  even  triplets.  Even  in  these  cases, 
multiple  births  are  rare,  as  the  strongest  of 
the  fetuses  feeds  on  its  siblings  in  the  womb. 
Pregnant  drow  can  sometimes  feel  these  mor¬ 
tal  combats  take  place  in  their  bellies.  Such 
prenatal  battles  produce  in  their  mothers  a 
euphoric  sensation,  referred  to  in  the 
Undercommon  tongue  as  chad-zak.  The  feel¬ 
ing  is  infinitely  stronger  than  that  produced  in 


26  august  2oo2 


the  bedchamber  or  by  any  intoxicant. 
Without  it,  it  is  doubtful  that  drow 
women,  selfish  to  the  core,  would 
ever  deign  to  suffer  the  inconven¬ 
iences  of  reproduction. 

Chad-zak  occurs  up  to  four  times 
per  multiple  pregnancy.  It  usually  hap¬ 
pens  early  in  the  third  trimester. 
Mothers  who  experience  repeated 
chad-zaks  usually  feel  them  in  quick 
succession,  once  every  one  or  two 
days.  The  final  chad-zak  indicates 
one  fetus’s  successful  slaying  of  its 
rivals.  This  process  does  not  result  in 


PRIESTESS  WAR 

A  terrible  logic  arises  from  Lolth’s 
taste  in  sacrifices.  If  she  prefers 
drow  over  non-drow,  and  high-level 
characters  over  lowly  ones,  it  stands 
to  reason  that  her  favorite  victims 
are  her  own  top  priestesses.  Thus, 
the  priestesses  have  devised  a  way  to 
avoid  winding  up  on  their  own  altars: 
They  band  together.  Most  of  the  time, 
a  community’s  priestesses  maintain  an 
attitude  of  respectful,  but  mistrustful, 
distance  from  one  another.  If  one 
priestess  moves  against  another,  the 
rest  tend  to  side  against  the  aggres¬ 
sor.  The  annals  of  drow  history 
recount  several  famous  incidents  in 
which  rebellious  priestesses  lined  up 
allies  against  a  High  Priestess  only  to 
be  betrayed  by  their  supposed  allies. 

A  priestess  must  be  extremely 
unpopular  before  her  fellows  will 
stand  idly  by  for  her  sacrifice. 

Open  conflict  within  a  priesthood  is 
not  unknown,  however.  In  almost  all 
such  cases,  a  schism  erupts  between 
two  sides  that  are  evenly  matched 
with  one  another.  These  fights  are 
prone  to  expand  into  outright  civil 
wars  that  engulf  entire  communities. 
Each  faction  of  priestesses  uses  its 
favored  lackeys,  soldiers,  and  hunters 
to  war  against  the  other.  Dark  elven 
historians  have  even  documented 
cases  in  which  warring  priestesses 
recruited  outside  adventurers  from 
the  surface  to  bolster  their  forces. 

Lolth  never  intervenes  in  such 
struggles,  even  when  it  means  the 
demise  of  entire  communities.  The 
success  of  the  predator  should  never 
be  restrained  by  sympathy  for  the 
prey. 


stillbirths;  the  slain  are  absorbed  back 
into  the  mothers  body. 

Playing  For  Keeps 

The  fact  that  a  newborn  drow  has  sur¬ 
vived  in  the  womb  and  made  it  through 
birth  does  not  guarantee  its  further 
survival.  All  drow  children,  even  those 
not  yet  able  to  walk,  feel  an  instinctive 
homicidal  impulse  toward  their  siblings. 
In  fact,  when  opportunity  rears  its 
head,  most  drow  youngsters  happily  kill 
any  playmates.  Despite  this  fact-or, 
rather,  because  of  it-children  are  not 
kept  apart  in  drow  nurseries.  Their 
mothers  want  the  strong  children  to 
sharpen  their  predatory  inclinations, 
polishing  off  their  weaker  offspring  in 
the  process.  No  drow  wants  a  weak  or 
incompetent  child  to  reach  adulthood, 
where  she  might  bring  shame  to  the 
family.  Note  that  strength  need  not  be 
physical;  it  is  better  to  have  a  spindly 
child  whose  cleverness  allows  her  to 
engineer  the  deaths  of  others  than  a 
well-muscled  brute  who  is  easily  fooled. 
It  goes  without  saying  that  any  drow 
bent  toward  mercy  or  virtue  stands  out 
as  glaringly  weak.  In  the  unlikely  event 
that  his  siblings  don’t  gang  up  on  him 
and  crush  his  windpipe,  the  mother  will 
surely  send  such  a  shameful  freak  of 
nature  to  the  priestesses,  as  fodder  for 
their  ceremonial  daggers.  It  is  for  this 
reason  that  good  drow  are  exceedingly 
rare.  To  survive  without  enthusiastically 
embracing  evil  is  next  to  impossible. 

Drow  parents  rarely  visit  their  chil¬ 
dren.  Some  weak-minded  males  might 
enjoy  playing  with  their  spawn,  but 
nurses  and  other  servants  keep  a 
watchful  eye  on  them. 

No  doubt  because  it  is  such  a  dan¬ 
gerous  time  for  them,  drow  children 
grow  up  much  faster  than  the  children 
of  other  elves.  By  the  age  of  eight, 
drow  children  can  walk,  talk,  and  speak. 
They  are  then  carted  off  to  receive 
schooling.  Junior  priestesses  tutor  the 
young,  savagely  punishing  them  for 
misbehavior.  Students  might  be  caged, 
doused  with  scalding  or  freezing  water, 
poked  with  sharpened  sticks,  poisoned, 
burned,  or  simply  pulverized  with  fists 
and  clubs.  Such  ill  treatments  scarcely 
seem  to  slow  down  these  untamable 
children,  who  have  already  proven 
themselves  bullies  and  survivors  at 
home.  Priestesses  never  fatally  harm 
their  charges;  if  they  want  them  dead, 
it’s  wasteful  not  to  sacrifice  them. 


Religious  doctrine  is  the  main  object 
of  study.  Youngsters  are  also  drilled  in 
combat  maneuvers,  literacy,  mathemat¬ 
ics,  alchemy,  natural  history,  and  various 
artisan  skills.  Students  who  demonstrate 
an  affinity  for  magic  are  often  taken  out 
of  classes  and  apprenticed  to  wizards 
and  sorcerers. 

School  continues  until  the  age  of 
twenty,  when  adolescence  officially 
begins.  By  this  time,  one  out  of  every 
three  students  will  have  been  murdered 
by  classmates.  Another  one  in  ten  will 
have  been  sent  to  the  temple  as  food 
for  Lolth. 


THE  ETHICS 
OF  DROW  KILLING 

Adventurers  who  want  to  maintain 
their  good  alignments  must  always 
think  before  they  smite.  Just  because 
the  vast  majority  of  ores  or  bug¬ 
bears,  for  example,  tend  to  be  evil, 
does  not  guarantee  that  any  particu¬ 
lar  ore  or  bugbear  deserves  to  be 
mercilessly  cut  down  in  the  name  of 
truth  and  virtue. 

With  drow,  such  qualms  do  not 
apply.  Virtually  any  individual  in  a 
drow  community  has  already  proven 
him-  or  herself  a  murderer-even 
small  children. 

Be  warned,  though:  By  the  same 
token,  almost  all  drow,  including  very 
young  ones,  are  experienced  killers 
and  might  boast  shockingly  high  lev¬ 
els  as  warriors,  rogues,  or  sorcerers. 
More  than  one  adventurer  has  died 
an  ignominious  death  after  relaxing 
his  guard  with  a  drow  child. 

Drow  wanderers  might,  in  exceed¬ 
ingly  rare  circumstances,  claim  the 
mantle  of  goodness.  Some  individuals 
exile  themselves  from  their  murder¬ 
ous  communities  in  search  of  a 
peaceful  life  out  of  Lolth’s  reach.  In 
most  cases,  they’ll  be  consumed  with 
shame  and  self-loathing,  unable  to 
fully  shake  the  savagery  of  their 
formative  years.  A  supposedly  good 
drow  might  not  gut  you  in  the  night 
as  you  sleep,  but  he’ll  still  constantly 
wrestle  with  powerful  impulses 
toward  dishonesty,  selfishness,  and 
treachery.  The  fact  that  surface- 
dwellers  shun  them  at  all  costs  makes 
life  even  more  difficult  for  the  infini¬ 
tesimally  tiny  fraction  of  drow  who 
sincerely  seek  redemption. 


Tests  of  Treachery 

During  the  years  that  bridge  childhood 
and  adulthood,  young  drow  are 
expected  to  choose  a  role  for  them¬ 
selves  in  society  and  to  set  themselves 
on  a  path  toward  achieving  it.  They 
typically  latch  on  to  mentors,  learning 
their  skills  and  acquainting  themselves 
with  their  contacts.  Once  a  young  adult 
drow  gains  enough  experience,  she 
waits  for  something  terrible  to  befall 
her  mentor  (or  she  might  engineer  it 
herself  if  required  by  one  of  Lolth’s 
tests)  and  attempts  to  step  into  her 
mentors  place.  Typically  this  attempt 
requires  conflict  with  rival  apprentices 
or  others  with  a  claim  on  the  mentors 
clients,  position,  and  property.  It  is  con¬ 
sidered  a  high  crime  for  drow  to  men¬ 
tor  their  own  children,  although 
dispensation  from  high  priestesses  can 
sometimes  be  had,  for  a  price. 

Masters  are  given  the  rights  of  life 
or  death  over  their  proteges,  but  then, 
so  is  everyone  else.  Adolescents  may 
not  ingratiate  themselves  with  priest¬ 
esses,  and  are  therefore  without  pro¬ 
tection  in  drow  society.  They  must  keep 
their  heads  down,  while  at  the  same 
time  proving  themselves  useful  to  their 
patrons.  To  tip  the  balance  either  way 
is  risky.  A  too-humble  apprentice  is 
perceived  as  easy  to  bully,  while  overly 
ambitious  ones  alarm  their  masters, 
who  begin  to  fear  assassination. 

At  the  approximate  age  of  eighty, 
adolescents  are  expected  to  complete 
a  task  indicating  their  mastery  of  their 
chosen  role.  A  hunter  must  capture  a 
valuable  sacrifice,  while  a  musician 
must  perform  a  particularly  difficult 
ballad.  Not  only  must  the  drow  per¬ 
form  her  task  well,  she  must  not  show 
any  self-doubt  or  fear.  Doing  so 
means  failure  in  the  eyes  of  Lolth,  and 
it  results  in  horrible  punishments. 
Success  indicates  that  the  drow  is 
ready  to  be  recognized  as  an  adult. 
Adolescents  who  pass  the  test  without 
dispatching  their  mentors  must  set  up 
shop  for  themselves,  going  into  busi¬ 
ness  independently. 

Murder  Ballads 

As  adults,  drow  look  for  proteges  to 
exploit,  rivals  to  destroy,  and  opportu¬ 
nities  for  pleasure.  Wealth  and  luxury 
are  seen  as  outward  signals  of  success, 
but  the  true  measure  of  an  adult’s  sta¬ 
tus  lies  in  the  number  of  people  she’s 
murdered  (or  caused  to  be  murdered), 


and  the  creative  manner  in  which  her 
prey  were  made  to  suffer  as  they 
slowly  perished.  Just  as  a  slow,  tor¬ 
ture-filled  slaying  wins  more  admira¬ 
tion  than  a  mercifully  quick  sneak 
attack,  different  victims  accrue  vary¬ 
ing  amounts  of  prestige.  Killing  a  vic¬ 
tim  well  known  to  the  community 
confers  more  glory  than  a  mere  out¬ 
sider.  Credit  for  sacrificial  victims 
goes  to  those  who  capture  them.  Thus, 
the  hunter  class  is  among  the  most 
admired  in  drow  society,  second  only 
to  the  priestesses. 

An  ingenious  evisceration  means 
nothing  if  others  do  not  know  of  it. 
Hence,  bards  have  a  crucial  role  among 
the  drow.  Social  climbers  hire  bards  to 
commemorate  their  slayings  in  song.  If 
possible,  they  even  invite  the  balladeers 
to  attend  the  killings,  to  more  vividly 
portray  the  slaughter.  A  skilled  bard 
with  a  popular  following  can  greatly 
enhance  a  drow’s  prestige,  transform¬ 
ing  a  run-of-the-mill  execution  into  a 
celebrated  slaughter.  Bards  patrol  the 
winding  passageways  of  an  under¬ 
ground  community,  yipping  out  their 
gore-spattered  ballads  in  the  screechy, 
affected  tone  expected  of  a  drow 
singer.  The  hiring  of  a  famed  bard  can 
cost  tens  of  thousands  of  gold  pieces, 
and  the  more  an  individual  drow  pays, 
the  greater  her  chances  of  social  eleva¬ 
tion.  The  subject  of  the  song  might,  for 
example,  attract  a  more  powerful 
priestess  as  a  patron  or  gain  new,  well- 
heeled  customers  for  her  business. 

Especially  popular  murder  songs  out¬ 
last  not  only  the  fame  of  their  victims, 
but  of  the  killers.  Along  with  newly 
commissioned  songs,  bards  perform 
timeless  classics  such  as  “The  Burning 
of  Farza-Lach,”  “Tornon’s  Guts,”  and 
“Seven  Drips  from  the  Gore  Cord.” 

Accompanying  a  drow  bard’s  keening 
voice  is  a  complex,  lute-like  instrument 
known  as  vazhan-do.  Their  tight  strings 
can  be  plucked  furiously,  unleashing  a 
violent  torrent  of  notes,  or  slowly  bent, 
producing  slow  and  disturbing  sounds. 
Any  of  the  sixty-four  strings  of  the 
standard  vazhan-do  can  be  quickly 
unstrung  from  the  instrument,  doubling 
as  a  garrote.  It  is  not  surprising  that 
bards  often  double  as  assassins,  as 
their  nightly  rounds  allow  them  to 
travel  throughout  the  community  with¬ 
out  question.  Although  their  status  as 
hired  killers  is  well-known,  it  would  be 
unthinkable  to  restrict  their  movements. 


29 


To  refuse  to  give  a  bard  hospitality  is 
to  seem  both  cowardly  and  unsporting. 
However,  it  is  one  thing  to  invite  a 
bard  into  one’s  home  and  quite 
another  to  let  him  out  of  one’s  sight 
for  even  a  moment. 


Lolth  does  not  make  it  easy  for  her  min¬ 
ions  to  please  her.  All  drow  feel  a  sense 
of  creeping  unease  as  they  progress  in 
their  careers.  This  is  true  no  matter 
what  roles  they’ve  selected  in  life.  All 
fear  the  day  when  they  reach  a  level  of 
achievement  that  catches  the  cruel 
attention  of  their  grim  goddess.  Even 
the  all-powerful  priestesses  are  not 
immune  to  the  dreaded  Lolthtanchwi- 
the  “Punishments  of  Lolth.”  Lolth  puts 
her  worshipers  through  a  number  of 
terrifying  tests  throughout  their  lives, 
the  first  of  which  occurs  in  late  adoles¬ 
cence  (ist  level  in  game  terms).  The 
tests  continue  as  the  drow  progresses 
in  strength  and  skill,  each  one  more 
demanding  and  with  more  terrifying 
consequences  than  the  last  (for  more  on 
the  tests  and  punishments  of  Lolth,  see 
“Punishments  of  Loth”  in  this  issue). 

Drow  perceive  when  each  test  is 
about  to  descend  on  them.  Their 
senses  become  painfully  acute,  and  the 
world  seems  both  more  crisply  real 
and  more  menacing.  In  some  cases, 
horrifying  visions  preclude  the  start 
of  a  test,  while  in  others,  a  sign,  such 
as  the  sighting  of  a  particular  spider, 
indicates  a  new  test.  Different  tasks 
are  required  of  the  drow  for  each 
test,  and  they  invariably  require  the 
drow  to  risk  both  her  life  and  all  she 
has  achieved  in  life  to  date. 


As  is  true  for  many  species  of  spiders, 
drow  mating  rituals  are  unpredictable 
and  fraught  with  peril-for  the  male. 

Women  enjoy  an  unquestioned 
upper  hand  in  drow  society.  The 
priestesses  run  all  political  affairs,  and 
grim-faced  matriarchs  control  families 
and  their  business  proceedings. 
According  to  drow  stereotypes, 
females  are  smart,  cool-headed,  and 
cruel,  while  males  are  foolish,  impul¬ 
sive,  and  emotionally  weak.  Males  kill 
and  maim  to  defend  themselves  and  to 
prove  they  are  not  cowards.  Females 
kill  and  maim  because  they  enjoy  it. 

Females  marry  for  political  reasons 
but  are  not  monogamous.  They  may 


dally  with  their  followers,  with  travelers 
from  other  communities,  or  even  with 
servants  and  slaves.  Husbands  are 
expected  to  remain  faithful  to  their 
wives  and  are  usually  sacrificed  if 
caught  cheating.  On  the  other  hand,  if  a 
powerful  priestess  takes  a  liking  to 
another  woman’s  husband,  she  can 
have  him  consigned  to  the  sacrificial 
altar  for  having  the  temerity  to  refuse 
her  his  favors.  Charming,  well-muscled 
males  often  face  such  no-win  situa¬ 
tions.  For  this  reason,  handsome  men 
often  disfigure  themselves  or  spend 
long  periods  away  from  the  community 
in  all-male  hunter  bands. 

Drow  custom  allows  its  females  to 
engage  in  cross-species  coupling;  if  a 
male  engages  in  such  a  dalliance,  it  is 
considered  a  capital  offense.  Any  sex¬ 
ual  contact  between  a  drow  and  a 
drider  means  instant  death,  no  matter 
what  the  status  of  the  drow.  Congress 
with  driders  remains  the  mightiest 
taboo  in  drow  culture. 


As  fearsome  as  they  are,  the  drow  are 
beset  by  many  powerful  enemies.  They 
must  defend  their  subterranean  com¬ 
munities  against  mind  flayers,  dwarven 
warriors,  and  other  humanoid  adven¬ 
turing  parties.  Drow  settlements  cannot 
be  cleared  out  by  merely  charging  from 
room  to  room  and  killing  the  inhabitants 
of  each  chamber.  Dark  elves  react 
quickly  to  intrusion.  They  install  sophis¬ 
ticated  magical  alarms  and  mount  sys¬ 
tematic  patrols  throughout  a  wide 
perimeter  so  that  the  entire  community 
is  mobilized  for  battle  by  the  time  ene¬ 
mies  can  reach  its  gates.  The  drow 
wear  down  opponents  with  waves  of 
conscripted  soldiers  and  common  sol¬ 
diers  before  sending  out  high-level 
hunters  and  mighty  priestesses. 

It  is  possible,  though  difficult,  to  gain 
peaceful  admittance  to  a  drow  enclave. 
As  lovers  of  luxury,  dark  elves  hunger 
for  unusual  foods,  strange  intoxicants, 
fine  fabrics,  beautiful  jewels,  and  other 
exotic  items  they  cannot  produce  them¬ 
selves.  They’re  also  always  in  the  mar¬ 
ket  for  slaves;  specimens  too  damaged 
to  work  can  at  least  be  torture  victims. 

Drow  pay  for  these  items  with  cap¬ 
tured  loot  from  raids  or  with  unique 
magic  items  produced  by  their  talented 
wizards.  They  ensure  premium  value  for 
these  items  by  keeping  the  techniques  of 


their  creation  secret.  Most  decent  indi¬ 
viduals  abhor  all  signs  of  drow  crafts¬ 
manship  and  look  askance  at  those  who 
make  open  use  of  drow  magic  items. 
Although  many  sellers  of  magical  curios 
refuse  to  handle  these  items,  they  fetch 
high  prices  in  lands  that  have  a  ten¬ 
dency  for  evil. 

There  are  easier  ways  of  making  a 
living  than  running  trade  caravans  into 
the  Underdark,  but  a  few  intrepid  indi¬ 
viduals  have  earned  fortunes  this  way. 
Drow  do  not  easily  trust  outsiders, 
even  when  vouched  for  by  traders  they 
already  know.  Only  after  many  suc¬ 
cessful  and  mutually  profitable  trade 
missions  are  non-drow  given  free 
access  to  a  dark  elven  settlement.  Even 
an  ally  of  long  standing  can  always  be 
hauled  off  for  ritual  murder  when  he 
commits  a  major  gaffe,  or  if  the  drow 
are  desperate  enough  for  sacrifices. 

Drow  are  most  likely  to  admit  adven¬ 
turing  parties  past  their  gates  as  the 
bound,  gagged,  and  unconscious  cap¬ 
tives  of  hunting  parties.  Most  captives 
are  maimed  and  put  to  work  as  slaves, 
but  adventurers  are  usually  treated 
with  extreme  care  until  an  auspicious 
time  for  sacrifice  arrives.  Still,  it  is  not 
unknown  for  adventurers  to  escape 
from  captivity  and  fight  their  way  out 
of  a  drow  enclave. 


The  chambers  of  any  drow  settlement 
crawl  with  spiders.  From  mites  the  size 
of  pinpricks  to  guardian  tarantulas 
the  size  of  houses,  there  is  no  area 
of  a  dark  elven  community  devoid 
of  spiders.  They  skitter  in  swarms 
across  walls  and  along  floors.  They 
drop  from  ceilings.  Webs,  some 
stronger  than  rope,  hang  from  every 
imaginable  surface. 

Although  guests  might  be  unnerved 
by  the  spiders’  inescapable  presence, 
the  locals  pay  them  no  heed.  Cobwebs 
are  waved  or  burnt  away  without  com¬ 
ment.  The  squishing  and  crunching 
sound  of  stepped-on  spiders  is  a  con¬ 
stant  refrain.  Drow  do  not  bother  to 
check  for  spiders  before  sitting.  A 
matriarch  might  idly  seize  a  fist-sized 
spider  while  negotiating  a  trade 
arrangement  and  proceed  to  casually 
rip  its  legs  off,  one  by  one.  Drow 
breads  and  puddings  are  speckled  with 
stray  legs,  mandibles,  and  eggs.  The 
overwhelming  presence  of  so  many  spi¬ 
ders  is  often  disconcerting  to  non-drow 


3o  august  2oo2 


visitors,  but  drow  themselves  hardly 
take  note  of  the  creatures. 

Theater  of  Atrocity 

There  are  no  more  fervent  followers 
of  the  arts  than  dark  elves-provided 
that  the  works  in  question  revel  in 
demented  evil. 

Lolth’s  ritual  slayings  can  be  seen  as 
a  gruesome  form  of  performance  art. 
Although  everyday  sacrifices  are  con¬ 
ducted  in  small  temples  or  shrines, 
events  featuring  notable  victims  are 
often  held  in  large  amphitheaters  in 
which  the  entire  community  can 
gather.  These  events  provoke  a  carni¬ 
val  atmosphere,  with  raucous  laughter 
filling  the  hall  as  jesters  leap  through 
the  stalls.  Bards  stroll  the  aisles, 
singing  of  murder,  and  celebrants  haul 
in  food  and  wine  to  consume  through¬ 
out  the  event.  Intoxicating  vapors  waft 
from  censers,  making  hearts  beat 
faster  and  hands  tremble  with  blood- 
lust.  Priestesses  and  other  members  of 
the  gentry  watch  from  private  boxes 
fixed  with  blinds  that  can  be  drawn  for 
privacy.  Everything  from  conspiracies 
to  trysts  might  be  negotiated  in  the 
confines  of  these  boxes. 

Most  drow  bloodsports  are  horribly 
brutal  and  gory.  In  one  popular  enter¬ 
tainment,  a  bound  captive  is  held 
beneath  an  apparatus  that  slowly  drips 
a  magical  acid  onto  his  forehead,  one 
drop  at  a  time.  The  solvent  opens  up  a 
hole  in  the  victim’s  skull  and  then 
melts  the  brain.  During  this  time,  orbs 
of  telepathic  power  communicate  the 
dying  victim’s  memories  to  the  salivat¬ 
ing  crowd.  Attendees  vicariously  savor 
the  captive’s  most  traumatic 
and  painful  experiences  as  he 
slowly  succumbs. 

Not  all  bloodletting  in  the  amphithe¬ 
ater  is  fatal.  Torturers  often  display 
their  supreme  skill  with  their  filleting 
blades  by  leaving  victims  just  on  the 
brink  of  death.  The  most  artful  tortur¬ 
ers  become  as  famous  as  bards.  Even 
torture  victims,  left  alive  to  magically 
heal  between  performances,  can 
become  drow  celebrities  if  they 
can  communicate  their  suffering  art¬ 
fully  enough. 

Drow  taste  in  the  decorative  arts 
is  appalling  to  non-evil  humanoids. 

One  particularly  skilled  class  of  drow 
artisans  specializes  in  incredibly  life¬ 
like  sculpture  that  looks  as  if  it’s  cre¬ 
ated  from  living  flesh.  In  truth,  the 


sculptures  are  carved  from  blocks 
of  drider  silk,  elaborately  hand-painted 
and  made  to  move  through  complex 
mechanical  craftsmanship.  Many  are 
life-sized  depictions  of  torture  or  may¬ 
hem.  Common  motifs  include  a  human 
paladin  impaled  on  a  pike,  a  spider  eat¬ 
ing  the  brains  of  a  halfling,  or  the  good 
elven  god,  Corellon  Larethian,  carved 
up  on  the  torture  table. 

In  some  drow  communities,  more 
abstract  pieces  are  popular,  such  as  a 
tapestry  of  liquid  flesh  in  which  hun¬ 
dreds  of  oozing  eyes  continually  drift 
upward  and  downward  in  a  regular 
wave  pattern. 

Predation, 
travel,  and  Warfare 

For  many  male  drow,  finding  peace 
and  autonomy  is  possible  only  on 
the  trail,  away  from  their  wives,  moth¬ 
ers,  and  sisters.  (Although  nothing 
stops  female  drow  from  becoming 
hunters,  women  tend  to  stay  at  home, 
closer  to  the  levers  of  power.) 

Hunters  win  status  for  themselves 
and  wealth  for  their  families  by  cap¬ 
turing  slaves  and  sacrificial  victims. 
They  especially  seek  out  adventurers 
to  attack,  because  such  powerful 
individuals  are  highly  prized  sacrificial 
commodities. 

It  is  a  short  step  for  some  discon¬ 
tented  dark  elves  to  keep  wandering 
and  never  return  home.  So-called 
“good”  drow  are  typically  former 
hunters  who  have  decided  to  find 
places  for  themselves  in  other  soci¬ 
eties.  Even  when  fighting  for  appar¬ 
ently  good  causes,  they  find  their 
ingrained  predatory  habits  hard 
to  shake. 

Prosperous  drow  communities  might 
decide  to  give  Lolth  her  favorite  gift 
of  all  and  launch  warfare  against  a 
nearby  town,  village,  or  underground 
settlement.  The  object  of  such  con¬ 
quests  is  always  the  same:  mass  mur¬ 
der.  Victorious  drow  slaughter  entire 
populations  in  the  name  of  Lolth.  On 
rare  occasions,  ambitious  priestesses 
seek  alliances  with  other  drow 
enclaves,  hoping  to  build  armies  big 
enough  to  overrun  and  slaughter 
entire  nations.  Such  efforts  might  be 
successful  in  the  interim  but  are  gen¬ 
erally  short-lived,  as  it  does  not  take 
much  provocation  for  jealous  priest¬ 
esses  from  different  communities  to 
turn  on  one  another. 


and  Burial 

In  the  bloodthirsty  culture  of  the  drow, 
the  words  “burial”  and  “old  age”  do 
not  exist.  It  is  rare  for  a  drow  to  sur¬ 
vive  past  400  years,  and  sooner  or 
later,  a  drow  powerful  enough  to  have 
gained  so  many  years  will  certainly 
attract  the  attention  of  Lolth  and  end 
up  on  the  sacrificial  altar.  Drow  who 
die  of  natural  causes  are  considered 
to  have  shamed  Lolth.  Their  bodies  are 
simply  left  to  rot,  their  carcasses 
feeding  the  insects  and  vermin.  In 
some  cases  however,  such  as  when  a 
more  prominent  drow  dies  of  natural 
causes,  the  priestesses  might  choose 
to  use  the  death  as  an  example  to 
other  drow,  imparting  on  them  the 
shame  that  comes  with  never  having 
caught  the  eye  of  Lolth  and  been 
called  to  sacrifice.  The  corpse  of  such 
a  drow  is  strung  up  over  the  door  of 
her  family  home,  suspended  by  deli¬ 
cate  spider  silk,  and  left  until  only 
bones  remain.  This  serves  as  a  symbol 
of  the  family’s  shame,  and  a  reminder 
to  other  drow  of  the  benefits  of  mur¬ 
dering  particularly  long-lived  family 
members.  Drow  who  fall  in  battle  or 
who  have  been  killed  by  another  drow 
receive  a  “blessing”  from  Lolth.  Rather 
than  being  thrown  on  the  garbage 
heap  or  left  to  rot  over  the  doorway 
of  one’s  ancestral  home,  the  flesh  on 
their  bodies  is  ceremoniously  stripped 
from  the  bones  by  a  priestess,  dried, 
and  used  for  clothing  enhancements  or 
to  make  czak’ls,  special  bowls  used  to 
collect  blood  drained  from  sacrificed 
victims.  Their  remaining  body  parts 
and  bones  are  soaked  in  a  strong  acid, 
and  after  a  few  days,  nothing  remains. 

The  drow  have  no  concept  of 
ancestor  worship,  and  they  do  not 
grieve  for  fallen  family  members. 
Instead,  they  are  too  busy  scheming 
how  to  use  the  death  to  their  advan¬ 
tage.  This  might  mean  gaining  new 
power  and  prestige  within  the  family, 
new  business  contacts,  or  new  inher¬ 
ited  wealth.  On  the  extremely  rare 
occasion  that  a  drow  feels  loss  over 
the  death  of  a  mate  or  family  member, 
it  is  advantageous  to  hide  such  feel¬ 
ings.  A  dark  elf  stupid  enough  to 
demonstrate  an  emotion  as  useless  as 
grief  is  considered  an  abomination, 
and  quickly  and  painfully  sacrificed 
to  Lolth.  ^ 


32  august  2oo2 


The  Bestiary: 


OF  LOLTH 

by  Eric  Cagle  •  illustrated  by  Anthony  Waters 


Deep  beneath  the  surface  world 
lies  a  realm  of  darkness,  danger, 
and  betrayal.  Although  many 
races  claim  it  as  their  home,  the  sinister 
drow  claim  to  be  its  rulers.  With  arro¬ 
gance  that  few  can  manage,  the  drow 
lord  over  their  slaves,  scheming  and 
plotting  behind  the  backs  of  their  kin. 
Despite  their  sense  of  superiority,  the 
drow  fear  one  thing:  their  dark  goddess 
Lolth,  Queen  of  Spiders. 

Lolth  is  a  nightmare  that  few  can 


comprehend.  Although  she  grants  the 
drow  incredible  power,  wealth,  and 
influence,  she  is  also  utterly  corrupting. 
Anyone  who  worships  Lolth  walks  on  a 
knifes  edge  over  madness,  evil,  and 
death.  Described  here  are  the  various 
stages  of  this  life  path,  called 
Lolthtanchwi,  The  Punishments  of  Lolth. 


Urztehii— The  Unchosen 

Like  any  other  race,  the  vast  majority 
of  drow  are  ist  level  by  default.  In 
some  ways,  they  are  the  luckiest, 


34  august  2oo2 


because  they  do  not  have  to  endure 
the  torment  and  agony  of  having  Lolth’s 
many  eyes  turn  their  way.  To  the 
haughty  upper  classes  this  is  just  as 
well,  for  they  consider  drow  of  such 
puny  power  and  low  status  to  be  cattle 
and  slaves  for  the  elite. 

If  a  drow  does  not  have  the  ambition 
to  advance  in  society,  then  this  is 
where  they  remain,  toiling  away  as  sol¬ 
diers,  servants,  and  playthings  for  the 
rest.  They  will  die,  and  Lolth  will  con¬ 
sume  their  souls  in  the  afterlife.  Most 
are  resigned  to  their  fate,  and  they  try 
to  cram  as  much  hedonism  into  their 
miserable  lives  as  they  can  manage. 

This  usually  involves  tormenting  as 
many  non-drow  as  possible. 

When  drow,  through  accident  or 
determination,  show  a  high  degree  of 
ambition,  they  play  a  dangerous  game. 
Not  only  must  they  prove  themselves 
to  their  kin,  but  they  must  also  show 
Lolth  that  they  are  worthy  in  her  eyes. 
This  is  known  as  the  Test  of  Darkness. 

The  Zwy’il 

The  drow  word  zwy’il  (pronounced 
zwy-ILL)  means  “candidate”  and  is  used 
to  represent  drow  who  are  being  tested 
by  Lolth.  In  a  way,  all  drow  who  wor¬ 
ship  Lolth  are  considered  zwy’il,  for  the 
Queen  of  Spiders  is  constantly  review¬ 
ing  and  putting  her  children  through 
series  after  series  of  tests  of  worthi¬ 
ness.  However,  most  drow,  especially 
clerics,  reserve  the  term  for  specific 
drow  who  show  the  obvious  signs  of 
the  tests. 

The  Paths  of  Lolthtanchwi 

The  Punishments  of  Lolth  are  a  series 
of  tests  that  a  drow  must  go  through  as 
she  increases  in  power.  The  Queen  of 
Spiders  is  a  fickle,  cruel,  and  exacting 
mistress  who  delights  in  seeing  drow 
break  down  into  chaos  and  insanity  as 
often  as  she  enjoys  seeing  them  expand 
and  dominate. 

Each  of  these  tests  takes  place  as  the 
drow  advances  in  level.  She  is  com¬ 
pelled  to  pass  it,  or  ruin  is  certain.  The 
drow  call  these  tests  “punishments” 
(chwi,  in  Drow)  because  there  is  no 
benefit  to  passing,  other  than  being  able 
to  live.  Drow  who  have  managed  to 
evade  the  terrifying  web  of  Lolth’s 
power  by  gaining  the  favor  of  another 
deity  are  not  affected  by  these  tests, 
but  they  also  become  the  target  of 
every  Lolth-worshiping  drow. 


Hit  Dice: 
Initiative: 
Speed: 
AC: 

Attacks: 

Damage: 

Face/Reach: 
Special  Attacks: 

Special  Qualities: 

Saves: 

Abilities: 

Skills: 


Feats: 

Climate/Terrain: 

Organization: 


Challenge  Rating: 
Treasure: 
Alignment: 
Advancement: 
ECL: 


Aracholoth 

Medium-Size  Aberration 
3d8+6  (hp  19) 

+2  (Dex) 

30  ft.,  climb  15  ft. 

15  (+2  Dex,  +3  natural), 
touch  12,  flat-footed  13 
Bite  +3  melee;  or  shortbow 
+4  ranged 

Bite  id6+i  and  poison;  or 
shortbow  id6 
5  ft.  by  5  ft./ 5  ft. 

Gaze,  poison,  spell-like 

abilities 

SR  14 

Fort  +3,  Ref  +3,  Will  +4 
Str  12,  Dex  14,  Con  14, 

Int  11,  Wis  16,  Cha  10 
Climb  +10,  Concentration  +7, 
Hide  +8,  Listen  +7,  Move 
Silently  +8,  Spot  +7 


Any  underground 
Solitary,  pair,  troupe  (2-7 
plus  7-12  Small  monstrous 
spiders),  or  company  (1-2 
driders,  7-12  aracholoths, 
plus  11-20  Small  monstrous 
spiders) 

3 

Standard 

Always  chaotic  evil 
By  character  class 
+5 


Chwineka:  The  Test  of  Darkness 

When  a  drow  has  shown  ambition,  drive, 
and  a  willingness  to  put  herself  before 
others,  she  has  taken  her  first  step  onto 
Lolthtanchwi.  She  is  now  considered  a 
zwy’il  and  is  subject  to  the  whims  of  her 
dark  goddess.  To  the  drow,  this  transi¬ 
tion  is  known  as  Chwineka  (chwee- 
NEHK-ah),  or  the  Test  of  Darkness. 

In  some  ways,  this  is  the  most  terrify¬ 
ing  of  tests,  because  it  comes  seemingly 
at  random  and  without  warning.  The 
zwy’il  is  inspected  by  Lolth  to  see  if  she 
is  dark  enough  of  heart  to  truly  be  a 
drow.  To  the  drow,  being  dark  of  heart 
means  being  without  mercy,  filled  with 
selfishness,  and  possessing  a  remarkable 
sense  of  superiority. 

This  chwi  comes  suddenly  and  always 
at  a  time  in  which  the  drow  is  perform¬ 
ing  some  deed  within  view  of  other  dark 
elves.  The  drow  feels  her  heart  swell 
with  pride,  power,  and  drive,  tinged  with 
a  sensation  of  being  watched  from  afar. 
If  she  gives  any  indication  of  self-doubt 
or  unworthiness,  a  terrible  pain  clutches 
her  heart.  Without  any  warning,  the 
zwy’il’s  body  begins  to  convulse  and 
transform.  Her  eyes  blacken  and  grow  to 
enormous  proportions,  while  six  smaller 
eyes  emerge  around  her  face.  Two  huge 


Aracholoths  are  terrible  and  vengeful 
creatures  that  hide  in  the  darkness  looking 
for  prey.  They  hate  drow  with  a  passion 
and  will  band  together  with  driders  to  hunt 
them  down. 

Aracholoths  look  like  a  half-mix  of  drow 
and  drider.  They  appear  humanoid,  with 
four  spider-like  legs  and  a  shiny  black 
carapace.  Their  faces  are  particularly 
horrifying,  with  eight  spider-eyes  and  two 
poisonous  fangs. 

Combat 

Aracholoths  are  dangerous  and  terrifying 
creatures  that  try  to  horrify  their 
opponents  before  descending  upon  them  in 
melee.  They  typically  pelt  opponents  with 
arrows  from  the  darkness,  then  charge  in 
with  their  gaze  attack.  They  pursue  any 
creature  that  flees. 

Gaze  (Su):  Cause  fear  as  if  cast  by  a 
3rd-level  sorcerer,  30  feet,  Will  negates 
(DC  11). 

Poison  (Ex):  Bite,  Fortitude  save  (DC  13); 
initial  and  secondary  damage  id4 
temporary  Strength. 

Spell-Like  Abilities:  i/day- dancing  lights, 
darkness,  faerie  fire,  suggestion,  and  web. 
These  abilities  are  as  the  spells  cast  by  a 
3rd-level  sorcerer  (save  DC  11  +  spell 
level). 


poisonous  fangs  emerge  from  the 
zwy’il’s  mouth.  Lastly,  an  extra  pair  of 
spider-like  legs  grows  from  her  torso. 
The  drow  has  been  transformed  into  an 
aracholoth-another  monstrous  creation 
of  Lolth  that  is  feared  and  persecuted  by 
other  drow  (see  the  Aracholoth  sidebar). 
Lolth  hates  all  such  transformed  drow 
and  takes  pleasure  in  making  them  mere 
mockeries  of  spiders  and  drow,  rather 
than  true  members  of  either  species. 

The  Chwineka  occurs  when  a  drow 
has  gained  enough  experience  to 
advance  to  2nd  level. 

Chwikezzar:  The  Test  of  Ambition 

Surviving  the  Chwineka,  the  zwy’il  has 
shown  the  sense  of  superiority  neces¬ 
sary  to  advance  in  drow  society.  Lesser 
drow  immediately  give  her  deference  in 
most  social  circumstances,  although  she 
must  still  be  mindful  of  her  place  in  the 
hierarchy.  The  zwy’il  must  now  brace  for 
the  Chwikezzar  (chwee-keh-ZAR),  or 
Test  of  Ambition. 

To  those  who  study  the  insane  logic  of 
Lolth,  Chwikezzar  is  seen  as  the  simplest 
of  the  tests,  because  the  natural  drive, 
zeal,  and  urge  to  succeed  that  all  drow 
possess  is  weighed  by  the  Queen  of 
Spiders.  However,  no  one  is  ever  sure 


35 


what  amount  is  necessary  to  placate  her 
desire.  Zwy’il  at  this  point  commit  horrid 
acts  of  murder,  fraud,  deception,  and 
coercion  to  advance  their  place  in  soci¬ 
ety.  This  is  tempered  by  the  fact  that  all 
drow  must  continually  be  mindful  of 
their  place  in  that  society.  A  drow  can 
show  tremendous  energy  in  doing  what 
it  takes  to  succeed,  but  it  only  takes  one 
wrong  move  to  receive  a  poisoned  dag¬ 
ger  in  the  back-complements  of  a  supe¬ 
rior’s  assassin.  The  drow  must  place 
herself  above  others  during  this  stage, 
wheeling  and  dealing,  jostling  for  position 
at  the  expense  of  others. 

The  actual  test  is  subtle.  The  zwy’il 
receives  information  from  an  anony- 

Spiderleg  Horror 

Large  Aberration 
Hit  Dice:  i2d8+6o  (114  hp) 

Initiative:  +7  (+3  Dex,  +4  Improved 
Initiative) 

Speed:  30  ft.,  30  ft.  burrow,  30  ft. 
climb 

AC:  21  (+3  Dex,  -1  size,  +9 
natural),  touch  12, 
flat-footed  18 

Attacks:  8  leg  rakes  +14  melee 
Damage:  Leg  id6+6 
Face/Reach:  5  ft.  by  10  ft./ 1  o  ft. 

Special  Attacks:  Constrict,  improved  grab 
Special  Qualities:  Leg  regeneration, 
tremorsense 

Saves:  Fort  +11,  Ref  +7,  Will  +11 
Abilities:  Str  22,  Dex  17,  Con  20, 

Int  3,  Wis  16,  Cha  3 

Skills:  Climb  +15,  Hide  +7,  Listen 
+8,  Move  Silently  +10, 

Spot  +8 

Feats:  Great  Fortitude,  Improved 
Initiative 

Climate/Terrain:  Underground 

Organization:  Solitary,  cluster  (2-5),  or 
colony  (11-20) 

Challenge  Rating:  9 

Treasure:  Standard 
Alignment:  Always  chaotic  evil 
Advancement:  10-13  HD  (Large);  14-27  HD 
(Huge) 

ECL:  +11 


mous  source,  spelling  out  an  extremely 
profitable  venture,  but  at  great  risk-the 
exact  endeavor  depends  on  the  “busi¬ 
ness”  that  the  drow  is  involved  in.  For 
example,  a  drow  merchant  might  find  a 
way  to  completely  eliminate  a  competitor 
and  raise  the  price  of  her  goods  but  at 
the  risk  of  angering  a  high-powered 
priestess.  The  information  is  correct,  but 
it  cannot  be  verified.  If  the  zwy’il  acts  on 
this  information  and  takes  the  risk,  then 
she  passes  the  test. 

If  the  zwy’il  hesitates  or  does  not 
use  the  opportunity  presented  to  her, 
then  Lolth  considers  her  unworthy  of 
ambition.  From  that  point  on,  almost 
everything  the  drow  does  is  doomed 


Spiderleg  horrors  lurk  in  caverns  deep 
beneath  the  earth-a  nearly  mindless  beast 
that  searches  out  prey  to  strangle  and 
devour.  Spiderleg  horrors  look  like  a  writhing 
mass  of  flexible,  hairy  spider  legs.  Each  leg 
ends  in  a  sharp  tip,  and  one  side  is  covered 
in  thorn-like  hair  that  can  rip  through  flesh 
and  bone  with  ease.  Its  central  body  is  buried 
deep  under  its  dozens  of  limbs  and  is  usually 
seen  only  after  the  creature  has  been  killed. 

A  spiderleg  horror  moves  in  a  skittering 
undulation,  crawling  up  walls  or  burrowing 
through  earth  with  ease. 

Combat 

Spiderleg  horrors  lurk  in  the  darkness  waiting 
for  prey,  hiding  just  beneath  the  surface  of 
the  earth  or  high  on  a  cavern  wall. 

Improved  Grab  (Ex):  If  a  spiderleg  horror 
hits  an  opponent  that  is  at  least  one  size 
category  smaller  than  itself  with  at  least  two 
leg  attacks,  it  deals  normal  damage  and 
attempts  to  start  a  grapple  as  a  free  action 
without  provoking  an  attack  of  opportunity 
(grapple  bonus  +14).  If  it  gets  a  hold,  it  also 
constricts  on  the  same  round.  Alternatively, 
the  spiderleg  horror  has  the  option  to  use 
one  leg  to  grapple  the  opponent  (-20  penalty 
on  grapple  check,  but  the  spiderleg  horror  is 
not  considered  grappled).  In  either  case,  each 
successful  grapple  check  it  makes  during 
successive  rounds  automatically  deals  leg 
damage  plus  constrict  damage. 

Constrict  (Ex):  With  a  successful  grapple 
check,  a  spiderleg  horror  can  crush  a 
grabbed  opponent,  dealing  an  extra  3d 6 
points  of  damage.  This  damage  is  considered 
bludgeoning,  piercing,  and  slashing  damage. 

Leg  Regeneration  (Ex):  Foes  can  attack  a 
spiderleg  horror’s  tentacles,  but  only  when 
those  appendages  are  actually  holding  an 
opponent.  A  leg  has  an  AC  of  23  (touch  14) 
and  can  withstand  20  points  of  damage.  The 
loss  of  a  leg  does  not  harm  the  creature  (that 
is,  the  damage  does  not  apply  against  its  hit 
point  total),  and  it  regrows  the  limb  within  a 
day. 

Tremorsense  (Ex):  A  spiderleg  horror  can 
automatically  sense  the  location  of  anything 
within  60  feet  that  is  in  contact  with  the 
ground. 


to  failure-business  opportunities  dry 
up,  spells  fail  with  alarming  regularity, 
and  she  is  inexplicably  shunned  by 
other  drow.  Eventually,  the  drow 
either  goes  into  exile,  goes  mad,  or  is 
killed.  When  the  drow  fails  the 
Chwikezzar,  a  tiny  green  spider  is 
seen  exiting  the  body. 

In  game  terms,  a  drow  that  has 
failed  the  Chwikezzar  suffers  from  a 
-6  effective  decrease  in  Charisma 
(minimum  1)  and  a  -4  enhancement 
penalty  to  attack  rolls,  saving  throws, 
ability  checks,  and  skill  checks.  These 
penalties  can  be  removed  by  any  non- 
Lolth-worshiping  spellcaster  casting 
bestow  curse ,  break  enchantment,  lim¬ 
ited  wish,  miracle,  remove  curse,  or 
wish  so  long  as  the  drow  suffering  the 
effects  forswears  Lolth.  This  test 
occurs  at  some  point  when  the  drow 
has  gained  enough  experience  to 
advance  to  3rd,  4th,  or  5th  level. 

Chwidridera:  The  Test  of  the  Drider 

The  Chwidridera  (chwee-dri-DERA),  or 
the  Test  of  the  Drider,  is  the  most  infa¬ 
mous  of  the  Punishments  of  Lolth.  It  is 
known  outside  of  drow  society,  mainly 
because  those  who  fail  the  test  are 
transformed  into  the  foul  creatures 
known  as  driders.  At  this  point,  the  drow 
has  shown  a  high  amount  of  aspiration, 
backstabbing,  and  conniving  as  she 
advances  up  the  social  ladder,  but  she 
walks  a  fine  line  between  the  “healthy” 
arrogance  of  a  normal  drow  and  mega¬ 
lomania,  thinking  that  she  is  immune  to 
her  dark  goddess’s  wrath. 

When  this  aspect  of  the  Lolthtanchwi 
begins,  the  drow  has  disturbing  visions 
of  her  body  being  consumed  from  the 
inside  by  a  mass  of  spiders.  In  a  manner 
uncharacteristic  for  a  drow,  the  zwy’il 
begins  to  avoid  and  fear  spiders. 
Considering  the  amount  of  spiders  and 
spider  imagery  that  abounds  in  the  cities 
of  the  drow,  the  zwy’il  must  confront 
this  fear  almost  every  waking  second. 
Her  paranoia  increases,  and  she 
becomes  convinced  that  every  spider  is 
waiting  to  sink  its  venomous  fangs  into 
her  flesh.  If  the  zwy’il  can  manage  to 
overcome  this  irrational  behavior,  the 
fear  abates,  and  her  usual  respect  and 
admiration  for  spiders  returns. 

Those  who  fail  this  test  do  so  by 
fleeing  their  community.  Once  this  has 
happened,  the  zwy’il  knows  her  fate  is 
sealed.  She  is  filled  with  an  overwhelm¬ 
ing  sense  of  dread  and  foreboding,  as 


36  august 2oo2 


the  visions  of  the  spiders  eating  her 
alive  fill  her  mind  in  their  horrible 
vividness. 

Nothing  happens  until  the  next  time 
she  rests.  The  visions  return  with  a 
terrible  intensity,  and  a  single  minis¬ 
cule  red  spider  appears  and  crawls 
into  the  zwy’il’s  mouth.  Once  the  spi¬ 
der  is  inside,  the  drow  goes  through  a 
grotesque  and  traumatic  transforma¬ 
tion  during  which  she  turns  into  a 
drider  (see  the  Monster  Manual). 

If  horrified  onlookers  do  not  kill  the 
drider,  it  flees  into  the  Underdark,  know¬ 
ing  that  it  can  never  return.  Drow 
despise  driders,  recognizing  that  they 
are  failures  in  the  eyes  of  Lolth,  and  will 
do  anything  to  see  them  destroyed.  The 
driders  mind  is  twisted  by  the  transfor¬ 
mation,  filled  with  an  incredible  hatred 
for  the  race  to  which  it  once  belonged. 
Drow  clerics  tell  that  Lolth  revels  in  this 
animosity  and  the  chaos  that  is  sown 
from  the  creation  of  one  of  these  aber¬ 
rations.  The  Chwidridera  occurs  when  a 
drow  has  gained  enough  experience  to 
advance  to  6th  level. 

Chwiakrell-The  Test  of  Lies 

If  the  zwy’il  manages  to  survive  the 
dreaded  Test  of  the  Drider,  she  still 
has  many  challenges  to  face.  The  next 
test  focuses  on  the  zwy’il’s  status 
within  drow  society.  Even  the  most 
secluded  drow  must  have  some  inter¬ 
action  with  her  kin;  even  if  just  to 
threaten  them  into  leaving  her  alone. 
For  a  drow  who  is  more  entrenched  in 
the  workings  of  her  people,  the  web  of 
intrigue  and  doublecrossing  begins  to 
tighten  around  her  as  she  enters  into 
the  Chwiakrell  (pronounced  chwee-uh- 
KRELL),  or  Test  of  Lies. 

The  zwy’il  must  plant  seeds  of  lies  and 
deception,  with  the  dual  purposes  of 
bringing  down  an  enemy  and  propelling 
herself  higher  up  the  ladder  of  status. 
The  lie  can  be  small  and  subtle,  so  long 
as  it  ripples  and  grows  to  monstrous 
proportions.  The  lie  must  also  be  com¬ 
pletely  untrue,  although  the  zwy’il  can 
help  the  lie  along  by  planting  evidence 
and  arranging  compromising  situations 
for  the  victim  to  be  caught  in. 

The  zwy’il  knows  the  test  has  begun 
when  she  catches  wind  of  a  rumor 
about  her  that  is  completely  untrue  (pos¬ 
sibly  the  result  of  another  drow’s 
Chwiakrell).  A  cocky  zwy’il  can  fail  her 
test  immediately  if  she  does  nothing,  but 
most  go  through  tremendous  effort  to 


quash  the  rumor  (and  the  perpetrator) 
as  quickly  as  possible.  Clerics  of  Lolth 
believe  that  the  Queen  of  Spiders  whis¬ 
pers  these  lies  into  the  ear  of  another 
drow  to  begin  the  test. 

The  zwy’il  passes  the  test  if  her 
chosen  victim  is  utterly  humiliated  and 
removed  from  her  position  of  power, 
or  (preferably)  killed  as  a  result  of  the 
lie.  As  mentioned  above,  the  zwy’il 
fails  the  Chwiakrell  if  she  does  not 
respond  to  the  lies  about  her.  She  also 
fails  if  her  plan  to  bring  down  the  vic¬ 
tim  does  not  have  the  desired  effect. 

If  irrefutable  proof  of  innocence  is 
presented  to  other  drow,  the  zwy’il 
immediately  fails  the  test. 

Drow  who  fail  this  test  become  inca¬ 
pable  of  lying  as  though  under  the 
effects  of  a  zone  of  truth  spell.  This 
effect  can  be  removed  by  any  non- 
Lolth-worshiping  spellcaster  casting 
bestow  curse ,  break  enchantment ;  lim¬ 
ited  wish,  miracle,  remove  curse,  or  wish 
so  long  as  the  drow  suffering  the  effects 
forswears  Lolth.  The  Chwiakrell  occurs 
when  the  drow  has  gained  enough  expe¬ 
rience  to  advance  to  7th  or  8th  level. 


Brood  Mother 

Large  Aberration 
Hit  Dice:  i8d8+go  (171  hp) 

Initiative:  +7  (+3  Dex,  +4  Improved 
Initiative) 

Speed:  40  ft.,  30  ft.  climb 
AC:  21  (+3  Dex,  -1  size,  +12 
natural),  touch  9, 
flat-footed  18 
Attacks:  Bite  +14  melee 
Damage:  Bite  486+12  and  poison 
Face/Reach:  20  ft.  by  20  ft./ 1 0  ft. 

Special  Attacks:  Poison,  spell-like  abilities, 
web 

Special  Qualities:  Immunities,  SR  25 

Saves:  Fort  +11,  Ref  +9,  Will  +14 
Abilities:  Str  27,  Dex  17,  Con  20, 

Int  6,  Wis  16,  Cha  16 
Skills:  Climb  +17,  Concentration 
+10,  Listen  +10,  Spot  +10 
Feats:  Alertness,  Combat  Casting, 
Improved  Initiative 

Climate/Terrain:  Underground 

Organization:  Solitary  or  brood  (1  brood 
mother,  10-20  Small 
monstrous  spiders,  1-10 
Large  monstrous  spiders,  1- 
6  Huge  monstrous  spiders) 

Challenge  Rating:  14 

Treasure:  Standard 
Alignment:  Always  chaotic  evil 
Advancement:  19-36  HD  (Gargantuan);  37- 
54  HD  (Colossal) 

ECL:  +11 


Chwidencha-The  Test  of  Sacrifice 

Having  learned  that  the  only  person  she 
can  trust  is  herself,  the  zwy’il  must  now 
understand  the  meaning  of  sacrifice.  The 
drow  word  for  sacrifice  (dencha)  does 
not  have  quite  the  same  meaning  when  it 
is  translated  in  the  Common  tongue.  For 
the  drow,  sacrifice  equals  loss  without 
gaining  anything  in  return.  The  concept 
of  freely  giving  something  to  another 
without  gaining  any  benefit  in  the 
process  is  completely  alien  to  the  drow 
mindset.  During  the  Chwidencha,  the 
zwy’il  learns  what  this  sacrifice  truly 
means.  Lolth  is  a  greedy  goddess  and 
seeks  to  possess  and  consume  anything 
that  others  have.  By  surviving  this  test, 
the  zwy’il  learns  to  prize  her  possessions 
and  hoard  anything  of  significance. 

This  test  begins  after  the  drow  has 
gained  something  of  importance.  It  is  not 
necessarily  a  material  item-an  increase 
in  status,  a  new  skill  or  spell,  or  some 
advance  in  personal  ability  is  likely,  too. 
Shortly  after  the  boon,  the  zwy’il 
catches  sight  of  the  spider  messenger  of 
Lolth,  which  appears  on  the  object  or 
representation  of  the  trait  that  Lolth 
wants  for  herself.  It  might  be  a  powerful 
magic  item,  a  fabulous  jewel,  or  even  the 


A  brood  mother  looks  like  an  enormous 
black  widow  spider  with  a  tormented  drow 
head.  It  does  not  have  any  hands,  but  it  does 
have  two  deceptively  strong,  feathery 
antennae  close  to  its  face  that  can  grasp  and 
use  objects. 

Like  driders,  brood  mothers  are  outcasts 
from  drow  society  and  are  ruthlessly  hunted 
down  when  found.  Brood  mothers  prefer  to 
be  left  alone,  content  to  spawn  huge 
numbers  of  monstrous  spiders  from  the 
victims  caught  in  her  webs. 

Combat 

Brood  mothers  prefer  to  fight  from  behind  a 
shield  of  their  monstrous  spider  kin. 

Immunities  (Ex):  Brood  mothers  are 
immune  to  webs  (they  cannot  be  caught  in  a 
spider’s  web  or  a  web  spell),  poisons,  and 
mind-affecting  effects. 

Poison  (Ex):  Bite,  Fortitude  save  (DC  24); 
initial  damage  2d6  Constitution,  secondary 
damage  death. 

The  poison  injected  by  a  brood  mother  is 
actually  a  tiny  egg  in  a  fluid  that  causes 
rapid  growth  of  the  egg  under  the  right 
conditions.  The  bodies  of  creatures  killed  by 
a  brood  mother’s  poison  burst  apart  as  a 
monstrous  spider,  already  grown  to 
maturity,  is  born  to  the  world.  The  birthed 
spider’s  size  is  dependent  on  the  size  of  the 
creature  it  was  born  from.  The  monstrous 
spider  born  is  always  one  size  category 
smaller  than  the  creature  that  gave  it  birth. 


zwy’il’s  hand.  Whatever  it  is,  the  zwy’il 
immediately  knows  what  the  spider  is 
indicating.  Lolth  never  chooses  some¬ 
thing  trivial-only  something  that  has  a 
close  and  powerful  connection  to  the 
zwy’il  suffices.  In  addition,  the  sacrifice 
is  something  that  seriously  hurts  or 
reduces  the  drow  in  some  way,  whether 
through  the  loss  of  magical  might,  social 
status,  mental  facility,  or  a  physical  trait. 

The  zwy’il  must  decide  if  she  willingly 
makes  the  sacrifice,  and  she  must  make 
the  sacrifice  within  one  week  of  the 
appearance  of  Lolth’s  messenger.  In  the 
case  of  an  object,  she  must  present  it  to 
another  drow  of  equal  or  higher  status, 
preferably  a  priestess  of  Lolth.  If  it  is  a 
skill,  feat,  or  ability,  the  zwy’il  experi¬ 
ences  a  wrenching  vision  that  feels  as 
though  her  soul  is  being  torn  apart,  and 
she  is  drained  of  \d/\  x  200  XP.  Some 
zwy’il  are  even  commanded  to  sacrifice 
a  part  of  their  own  bodies,  such  as  an 
eye,  foot,  or  ear. 

If  the  zwy’il  willingly  goes  through 
with  the  sacrifice,  she  passes  the  test.  If 
she  refuses  to  part  with  the  chosen  sac¬ 
rifice,  she  fails,  with  terrible  conse¬ 
quences.  The  next  time  the  drow 
touches  the  treasured  object  or  uses  the 


Thus,  an  ogre  killed  by  a  brood  mother’s 
poison  would  give  birth  to  a  Medium-size 
monstrous  spider.  When  a  creature 
succeeds  at  the  second  saving  throw  against 
the  brood  mother’s  poison,  its  body  has 
nullified  the  growth  liquid  and  killed  the  egg. 

Spell-Like  Abilities:  3/day- dancing  lights, 
darkness,  deeper  darkness,  detect  chaos, 
detect  evil,  detect  good,  detect  law,  detect 
magic,  and  faerie  fire.  Caster  level  14th;  save 
DC  13  +  spell  level. 

Web  (Ex):  Brood  mothers  spin  webs  as 
monstrous  spiders.  They  may  cast  a  web 
eight  times  per  day.  This  is  similar  to  an 
attack  with  a  net,  but  it  has  a  maximum 
range  of  50  feet  with  a  range  increment  of 
10  feet  and  is  effective  against  targets  of 
Huge  or  smaller  size  (see  Chapter  7  of  the 
Players  Handbook  for  details  on  net  attacks). 
The  web  anchors  the  target  in  place,  allowing 
no  movement. 

An  entangled  creature  can  escape  with  a 
successful  Escape  Artist  check  (DC  30)  or 
burst  it  with  a  Strength  check  (DC  36).  Both 
are  standard  actions.  The  web  has  16  hit 
points.  See  the  monstrous  spider  entry  in 
Appendix  2  of  the  Monster  Manual  for  more 
information  about  webs. 


38  august 2oo2 


ability  Lolth  desired,  she  transforms  into  a  spi- 
derleg  horror  (see  the  Spiderleg  Horror  side- 
bar).  The  Chwidencha  occurs  when  the  drow 
has  gained  enough  experience  to  advance  to 
gth,  10th,  or  nth  level. 

Chwidevbrii-The  Test  of  Betrayal 

Chwidevbrii,  or  the  Test  of  Betrayal,  is  a  pun¬ 
ishment  that  strikes  deep.  As  the  zwy’il  has 
progressed  through  the  various  trials  and 
tribulations  of  Lolth,  she  has  gained  powerful 
allies  as  well  as  powerful  enemies.  Although 
trust  is  a  distasteful  concept  to  most  drow, 
they  understand  that  sometimes  it  does  hap¬ 
pen  and  is  even  necessary.  The  Test  of 
Betrayal  teaches  the  zwy’il  that  she  can  only 
trust  one  person-herself. 

To  succeed  at  this  test,  the  zwy’il  must 
betray  someone  who  has  garnered  her  trust 
or  in  whom  she  has  placed  her  trust. 

Mentors,  teachers,  leaders,  friends,  and  family 
members  are  all  fair  game,  as  long  as  there 
has  been  a  solid  connection  of  dependence 
made  in  the  past.  The  relationship  between 
master  and  slave  or  servant  does  not  count; 
Lolth  knows  that  betrayal  is  inherent  in  such  a 
relationship.  The  victim  must  also  be  on 
roughly  the  same  (or  higher)  social  step  as 
the  zwy’il-murdering  a  trusted  stable  hand 
means  nothing  to  the  Queen  of  Spiders. 

The  zwy’il  must  utterly  destroy  the  other 
drow  in  a  way  that  allows  her  to  advance  in 
some  manner.  The  method  is  not  important: 
Blackmail,  slander,  and  theft  are  commonly 
used.  In  the  end,  the  victim  must  die.  Usually, 
the  victim  is  murdered  by  the  zwy’il  herself, 
commits  suicide,  or  is  killed  by  a  third  party 
as  a  result  of  the  zwy’il’s  slander  campaign. 

The  Chwidevbrii  begins  when  the  drow’s 
attention  is  drawn  to  a  peculiar  black  spider 
with  a  dagger-like  marking  on  its  back.  This 
occurs  in  the  presence  of  the  victim,  who  is 
oblivious  to  its  presence.  Once  the  victim  has 
been  chosen,  nothing  can  change  it,  and  the 
result  is  either  a  ruinous  end  for  the  victim  or 
for  the  zwy’il-the  zwy’il  succeeds  when  the 
victim  is  dead.  If  it  takes  an  unusually  long 
time  for  the  plan  to  manifest  or  if  the  zwy’il 
attacks  the  victim  but  does  not  kill  her,  she 
fails  the  test. 

Punishment  for  failure  results  in  having 
the  target  retaliate  against  the  zwy’il.  If  the 
target  does  not  immediately  succeed,  she 
gains  a  supernatural  ability  to  hunt  down 
the  zwy’il,  and  it  is  just  a  matter  of  time 
before  the  failed  drow  is  lying  dead  at  her 
feet.  If  the  zwy’il  manages  to  eliminate  the 
target  after  this  point,  the  test  is  still  con¬ 
sidered  a  failure,  and  a  family  member, 
servant,  or  other  ally  takes  up  the  pursuit 
of  the  failure.  As  in  the  other  tests,  a  tiny 


spider  is  sometimes  seen  exiting  the  mouth 
of  the  corpse  of  the  failed  zwy’il. 

When  a  drow  fails  this  test,  the  target  gains 
the  ability  to  find  the  zwy’il  at  will  using  dis¬ 
cern  location  (as  though  cast  by  a  sorcerer  of 
the  zwy’il’s  level).  The  target  retains  this  abil¬ 
ity  until  the  zwy’il  is  dead  or  until  Lolth  deems 
a  different  drow  must  take  up  the  quest. 

The  Chwidevbrii  occurs  at  some  point  after 
a  drow  has  gained  12th  level  and  before  the 
drow  has  gained  15th  level. 

Chwihendrell-The  Test  of  Domination 

Having  dispatched  a  drow  ally  in  the  last  test, 
the  zwy’il  must  now  prove  that  she  is  capable 
of  ruling  lesser  beings  by  leading  her  people 
to  dominate  non-drow.  This  is  known  as 
Chwihendrell  (pronounced  chwee-hen-DRELL), 
or  the  Test  of  Domination. 

Chwihendrell  begins  when  a  spider  mes¬ 
senger  draws  the  zwy’il’s  attention  toward  a 
non-drow  being.  This  could  be  as  direct  as 
seeing  the  spider  crawling  along  the  tunic  of  a 
duergar  slave  in  the  streets,  or  as  abstract  as 
watching  it  crawl  across  a  map,  where  it  set¬ 
tles  on  a  territory  known  for  its  infestation  of 
illithids.  To  the  zwy’il,  the  meaning  is  clear: 

The  chosen  race  must  be  destroyed. 

To  pass  the  test,  the  zwy’il  must  raise  an 
army  (or  elite  team)  and  mount  an  assault  on 
a  significant  population  of  the  chosen  race. 
The  goal  is  elimination  and/or  enslavement, 
down  to  every  man,  woman,  and  child.  The 
population  must  be  the  equivalent  to  a  small 
town  (see  Chapter  4:  Adventures  in  the 
Dungeon  Masters  Guide),  although  this 
amount  can  be  spread  out  over  numerous 
individuals,  thorps,  hamlets,  and  villages. 

Unlike  the  other  tests,  the  Chwihendrell 
does  not  have  a  set  time  limit.  The  test  can 
take  years  to  complete  if  the  enemy  proves 
particularly  tenacious  or  has  a  large  popula¬ 
tion.  Certain  hard-to-find  races,  like  the  kuo- 
toa,  can  be  maddeningly  difficult  to  eradicate, 
which  suits  the  twisted  humor  of  Lolth. 

Failure  is  also  arbitrary.  If  Lolth  believes  the 
zwy’il  has  taken  too  long  to  meet  her  goal  or 
the  enemy  manages  to  regroup  and  mount  a 
significant  counterattack,  the  zwy’il  fails  the 
test.  This  awareness  comes  suddenly,  along 
with  a  sensation  of  abandonment  and  despair. 
Over  the  course  of  a  few  minutes,  her  body 
undergoes  a  transformation  similar  to  that 
experienced  during  the  Test  of  the  Drider. 
Instead  of  becoming  a  drider,  however,  the 
failed  drow  is  transformed  into  a  brood 
mother  (see  the  Brood  Mother  sidebar). 

The  brood  mother  is  a  source  of  many  of 
the  different  species  of  monstrous  spiders 
that  roam  the  darkness  of  the  subterranean 
world.  It  is  “born”  pregnant  and  spawns  many 


For  Your  Character 

If  you  like  what  you  see  in  this  article, 
show  it  to  your  DM  and  ask  her  if  you 
can  play  a  drow.  If  your  DM  is  inter¬ 
ested  in  running  a  whole  campaign  set 
in  the  Underdark,  she  also  might  allow 
you  to  play  one  of  the  other  monsters 
presented  in  this  article. 

One  of  the  reasons  you  might  be 
allowed  to  play  a  drow  is  if  your  DM 
allows  you  to  play  evil  characters.  Only 
neutral  or  evil  characters  dedicated  to 
Lolth  should  have  to  endure  the 
Lolthtanchwi.  If  your  DM  doesn’t 
already  allow  evil  PCs,  ask  her  to  look 
at  the  Book  of  Vile  Darkness,  releasing 
in  October,  and  Dragon  #300  for 
advice  on  how  to  run  games  with  evil 
PCs  and  for  advice  for  you  on  how  to 
play  them. 

For  Your  Campaign 

If  you  have  no  drow  PCs  who  would 
go  through  these  tests,  you  can  still 
get  a  lot  of  use  from  this  article: 

•  The  monsters  provided  here  make 
great  additions  to  any  campaign, 
whether  or  not  it  involves  drow  and 
the  Underdark. 

•  Perhaps  a  drow  going  through 
these  tests  focuses  on  the  PCs  for  the 
Chwisasshra  or  Chwidevbrii.  If  the 
drow  fails,  Lolth  grants  the  PCs  the 
ability  to  hunt  down  their  foe. 

•  Perhaps  the  PCs  are  in  a  city 
attacked  by  a  drow  going  through  the 
Chwihendrel.  If  they  fend  off  the 
attack,  they  must  deal  with  the  brood 
mother  the  drow  turns  into. 

In  campaigns  in  which  some  or  all 
of  the  PCs  are  playing  drow,  the 
Lolthtanchwi  presents  interesting  chal¬ 
lenges  and  opportunities  for  those 
involved. 

•  If  your  players  playing  drow  PCs 
would  rather  not  incur  the  extra  risks, 
these  tests  can  occur  between  adven¬ 
tures  as  background  material.  You  can 
describe  in  exacting,  horrifying  detail 
what  terrible  events  the  drow  endures 
to  pass  onto  the  next  level.  This  should 
be  done  privately,  so  that  none  of  the 
other  players  are  aware  of  what 
changes  in  his  personality  has 
occurred. 

•  As  an  alternate  method,  you 
might  have  the  player  make  a  saving 
throw  to  see  if  her  character  survives 
a  chwi.  Have  the  player  make  a  single 
Will,  Fortitude,  or  Reflex  save  (her 
choice),  with  the  DC  equal  to  10  +  the 
level  that  the  character  is  trying  to 
attain.  Success  indicates  the  zwy’il 
lives,  and  failure  means  that  she  suf¬ 
fers  the  fate  described  for  that  level. 

•  If  you  run  a  more  drow  oriented 
campaign,  try  actually  running  the 
tests  as  part  of  adventures.  Some 
players  will  object  to  such  an  arbitrary 
way  of  having  their  character  killed  or 
transformed,  so  the  DM  should  make  it 
known  well  ahead  of  time  what  rules 
for  drow  PCs  are  in  effect. 


spiders  during  its  lifetime.  The  brood 
mother  injects  other  creatures  with  its 
offspring,  killing  the  injected  victim 
and  giving  birth  to  its  children.  These 
spiders  are  likely  to  kill  the  drow’s 
enemies  at  some  point,  and  in  Lolth’s 
twisted  logic,  she  accomplishes  her 
extermination  goals  by  creating  more 
brood  mothers. 

The  Chwihendrell  occurs  after  the 
drow  has  gained  enough  experience  to 
advance  to  15th  level. 

Chwisasshra-The  Test  of 
Vengeance 

The  zwy’il  is  now  ready  to  face  the 
Chwisasshra,  or  Test  of  Vengeance. 
Just  as  in  the  Test  of  Betrayal,  when 
the  drow  brought  down  a  trusted 
friend,  the  Chwisasshra  demands  that 
she  utterly  destroy  a  sworn  enemy. 

Proxy  of  Lolth 

Female  choldrith^  demigod  (divine  rank  1)^ 
Clri6;  CR  25;  Large  aberration;  HD  2od8+6o; 
hp  220;  Init  +8;  Spd  120  ft.,  climb  120  ft.;  AC 
37  (touch  18,  flat-footed  34);  Atk  +21  melee 
(2d4+7  and  poison,  bite);  or  +24/+19/+14/+9 
(^4+9/19-20,  +4  ghost  touch  chaotic 
shocking  burst  dagger)-,  Face/Reach  5  ft.  by 
10  ft./io  ft.;  SA  Poison,  cleric  spells,  spell¬ 
like  abilities,  web;  SO.  Damage  reduction 
36/+4,  spell  resistance  33,  fire  resistance  21, 
divine  checks,  immunities,  control  creatures 
(drow),  immortal,  divine  senses,  portfolio 
sense,  automatic  actions,  create  magic  items, 
divine  aura,  spontaneous  casting, 
communication,  domain  powers;  AL  CE;  SV 
Fort  +18,  Ref  +16,  Will  +25;  Str  20,  Dex  19, 

Con  17,  Int  15,  Wis  21,  Cha  18. 

Skills  and  Feats:  Balance  +19,  Climb  +23, 
Concentration  +18,  Hide  +20,  Jump  +20, 
Knowledge  (religion)  +17,  Spellcraft  +17; 

Combat  Casting,  Improved  Initiative,  Iron  Will, 
Lightning  Reflexes,  Quicken  Spell,  Spell 
Penetration,  Weapon  Focus  (bite). 

Poison  (Ex):  Bite,  Fortitude  save  (DC  23); 
initial  and  secondary  damage  3d6  temporary 
Constitution. 

Spell-like  Abilities:  At  will-any  Chaos,  Evil, 
or  Destruction  domain  spell  (as  if  by  an  nth- 
level  sorcerer);  At  will  -teleport  without  error 
(as  if  by  a  2oth-level  sorcerer;  additional 
weight  limited  to  100  pounds);  2/ day— darkness, 
bless  (as  if  by  a  2oth-level  sorcerer). 

Web  (Ex):  Choldriths  spin  webs  as 
monstrous  spiders.  They  can  cast  a  web  eight 
times  a  day.  This  is  similar  to  an  attack  with  a 
net  but  has  a  maximum  range  of  50  feet,  with 
a  range  increment  of  10  feet,  and  is  effective 
against  targets  of  Medium-size  or  smaller.  The 
web  anchors  targets  in  place. 

Divine  Checks:  A  proxy  of  Lolth  does  not 
automatically  fail  attack  rolls  and  saving 
throws  on  a  roll  of  1.  The  proxy  of  Lolth  gains 
its  divine  rank  as  a  bonus  to  all  skill  checks, 
ability  checks,  caster  level  checks,  and 
turning  checks. 


Considering  the  treacherous  life  that 
most  drow  live,  the  zwy’il  probably 
has  a  large  supply  of  enemies. 

Unlike  the  other  tests,  subtlety  is  not 
allowed.  The  zwy’il  must  bring  every 
resource  at  her  disposal  to  the  task  of 
wiping  out  her  chosen  enemy.  The 
destruction  must  be  absolute,  including 
the  elimination  of  the  enemy’s  immediate 
family,  household  staff,  and  residence. 

This  test  is  extremely  dangerous,  not 
only  for  the  violence  that  is  required, 
but  also  for  the  wrath  of  the  target’s 
allies.  The  test  begins  when  the  zwy’il 
sees  the  tiny  spider  that  has  appeared  so 
many  times  before.  It  shows  itself  at  a 
time  when  the  zwy’il  visibly  sees  the  tar¬ 
get  or  in  some  other  abstract  way  (for 
example,  spinning  a  web  on  the  enemy’s 
house  banner).  From  that  point  on,  the 
target  can  never  change. 


Immunities:  Immune  to  polymorphing, 
petrification,  energy  drain,  ability  drain,  ability 
damage,  mind-affecting  effects,  disease, 
poison,  stunning,  paralysis,  disintegration,  death 
effects,  electricity,  and  cold. 

Control  Creatures  (Drow):  A  proxy  of  Lolth 
may  attempt  to  dominate  a  drow  once  per  day 
(Will  save,  DC  16). 

Immortal:  A  proxy  of  Lolth  does  not  age, 
nor  does  she  need  to  eat,  sleep,  or  breathe. 

Divine  Senses:  A  proxy  of  Lolth’s  senses 
extend  to  1  mile.  As  a  standard  action,  she  can 
sense  anything  up  to  1  mile  from  the  location 
of  a  worshiper,  shrine,  or  artifact  dedicated  to 
Lolth.  She  can  extend  her  senses  to  up  to  two 
locations  in  this  manner,  and  as  a  standard 
action,  a  proxy  of  Lolth  can  block  the  senses 
of  deities  of  divine  rank  1  or  lower  in  a  one 
mile  radius  at  up  to  two  locations. 

Portfolio  Sense:  A  proxy  of  Lolth 
automatically  knows  of  any  event  that  involves 
one  thousand  or  more  drow. 

Automatic  Actions:  A  proxy  of  Lolth  can 
use  the  Knowledge  (arcana)  or  Hide  skill  as  a 
free  action,  and  she  can  perform  2  such  free 
actions  per  round. 

Create  Magic  Items:  A  proxy  of  Lolth  can 
create  any  light  or  medium  armor,  simple  or 
martial  weapons,  items  that  create  darkness, 
divination  items,  and  items  that  disguise  the 
user  as  long  as  the  item’s  price  does  not 
exceed  4,500  gp. 

Divine  Aura:  Each  round,  as  a  free  action,  a 
proxy  of  lolth  can  choose  to  cause  nearby 
creatures  to  be  dazed  or  shaken,  or  she  can 
grant  allies  a  +4  morale  bonus  to  attack  rolls, 
saves,  and  checks  and  grant  foes  a  -4  morale 
penalty  to  attack  rolls,  saves,  and  checks.  This 
supernatural  effect  is  a  10-foot-radius 
emanation.  A  Will  save  (DC  16)  negates. 

Grant  Spells:  Although  empowered  to 
grant  spells  to  those  who  pray  to  them, 
proxies  usually  direct  those  prayers  to  the 
deity  they  serve. 

Spontaneous  Casting:  A  proxy  of  Lolth  can 
spontaneously  cast  any  cleric  spell.  This  works 


Once  the  target  has  been  revealed, 
the  zwy’il  must  eventually  attack  her  and 
her  household.  This  is  usually  done  with 
the  help  of  the  zwy’il’s  minions  and 
troops.  The  zwy’il  is  forbidden  to  use  a 
third  party  to  assassinate  the  target,  and 
she  immediately  fails  if  she  does  so- 
Lolth  demands  that  the  zwy’il  spill  the 
blood  of  her  enemy  directly.  If  the  target 
is  killed,  the  zwy’il  must  continue  the 
rampage,  looting,  desecrating,  and 
destroying  her  foe’s  home  as  well. 

If  the  zwy’il  launches  an  assault  and 
does  not  succeed  in  eliminating  the  tar¬ 
get,  the  test  is  considered  a  failure.  If  the 
zwy’il  is  not  killed  during  the  attack,  she 
must  contend  with  a  rightfully  angry 
enemy.  As  in  the  Test  of  Betrayal,  the 
hunter  becomes  the  hunted,  but  in  addi¬ 
tion  to  gaining  the  ability  to  find  the 
zwy’il  at  will  using  discern  location ,  the 

like  the  cleric  ability  to  spontaneously  cast 
cure  spells. 

Communication:  A  proxy  of  Lolth  can  speak 
and  understand  any  language,  and  she  can 
speak  to  any  being  within  1  mile.  She  can  also 
speak  at  any  location  within  1  mile  of  any 
worshiper  of  Lolth. 

Domain  Powers:  Cast  chaos  spells  at  +1 
caster  level;  cast  evil  spells  at  +1  caster  level; 
smite  i/day. 

Spells  Prepared  (6/8/7/7/7/7/5/5/5/51 
base  DC  =  15  +  spell  level):  o -inflict  minor 
wounds  (3),  resistance  (2),  virtue;  1st  -cause 
fear,  command  (2),  doom,  endure  elements, 
entropic  shield,  protection  from  law*,  random 
action;  2nd -bulls  strength,  desecrate*,  hold 
person  (2),  inflict  moderate  wounds  (2),  silence; 

3rd -bestow  curse  (2),  blindness/deafness  (2), 
deeper  darkness  (2),  magic  circle  against  law*; 

4th- chaos  hammer*,  dimensional  anchor, 
inflict  critical  wounds  (3),  poison  (2);  5th- dispel 
law*  ethereal  jaunt,  flame  strike,  insect  plague, 
slay  living  (3),  true  seeing;  6th —blade  barrier 
(2),  create  undead*,  greater  dispelling  (2);  7th- 
destruction  (3),  greater  restoration,  word  of 
chaos*;  8th- antimagic  field,  cloak  of  chaos*, 
discern  location,  earthquake  (2);  9th —gate, 
energy  drain  (3),  summon  monster  IX* 

*Domain  spell.  Deity:  Lolth.  Domains:  Chaos 
(cast  evil  spells  at  +1  caster  level),  Evil  (cast 
evil  spells  at  +1  caster  level). 

Possessions:  +4  ghost  touch  chaotic  shocking 
burst  dagger,  +4  shadow  heavy  fortification  full 
plate,  ring  of  protection  +5,  cloak  of  resistance 
+4,  ring  of  evasion,  cube  of  force. 

^The  choldrith  is  described  in  the  Monster 
Compendium:  Monsters  of  Faerun.  You  do  not 
need  that  book  to  run  the  proxy  of  Lolth  as  its 
powers  and  abilities  are  fully  described  here. 

^The  abilities  of  demigods  and  proxies  are 
more  fully  described  in  Deities  and  Demigods, 
but  you  should  be  able  to  use  the  proxy  of 
Lolth  with  all  the  information  presented  here. 

Note  that  all  the  proxy’s  abilities  but 
spellcasting  cannot  be  dispelled  or  suppressed, 
and  they  do  not  go  away  in  an  antimagic  field. 


4o  august  2oo2 


zwy’il’s  enemy  gains  the  ability  to 
planeshift  or  teleport  without  error  (as 
though  cast  by  a  sorcerer  of  the 
zwy’il’s  level)  to  the  location  of  the 
zwy’il  at  will.  Lolth  revokes  this  ability 
if  the  zwy’il’s  enemy  uses  it  for  a  pur¬ 
pose  other  than  revenge,  and  should 
the  zwy’il  succeed  in  defeating  that 
enemy,  Lolth  grants  the  abilities  to  a 
different  enemy  of  the  zwy’il. 

The  Chwisasshra  occurs  after  the 
drow  has  gained  enough  experience  to 
advance  to  17th  level. 

Chwilolth-The  Test  of  Lolth 

The  zwy’il  is  now  reaching  the  pinnacle 
of  her  existence.  She  has  overcome 
incredible  odds  and  proven  that  she 
possesses  the  “best”  traits  that  drow 
admire:  uncompromising  will,  unbeliev¬ 
able  cruelty,  and  an  utter  sense  of 
superiority.  One  more  test  remains, 
however-Chwilolth,  or  the  Test  of 
Lolth.  Having  bested  her  enemies,  the 
zwy’il  must  face  down  a  representative 
of  the  Spider  Goddess  herself. 

The  test  begins  with  visions.  The 
zwy’il  has  a  persistent  vision  of  Lolth 
speaking  to  her.  Lolth  taunts,  berates, 


and  belittles  the  zwy’il  in  as  many  ways 
as  possible,  degrading  her  victories  and 
revealing  her  weaknesses.  The  visions 
continue  over  the  course  of  several 
weeks.  Deprived  of  sleep  (or,  more 
accurately,  the  restful  meditation  that 
all  elves  require),  the  zwy’il  starts  see¬ 
ing  hallucinations.  Visions  of  the  Spider 
Goddess  fill  every  moment  of  her  life. 

The  visions  abruptly  stop  one  day, 
and  the  zwy’il  now  knows  that  she  must 
face  Lolth.  The  next  time  that  she  is 
alone,  she  hears  the  sound  of  skittering 
claws  behind  her.  When  she  turns,  she 
sees  a  monstrosity  lurking  before  her- 
a  proxy  of  Lolth,  complete  with  the 
head  of  a  beautiful  drow  maiden  jutting 
out  from  a  repulsive  spider  body.  She 
states,  “It  is  time,”  before  leaping  in  to 
feast  on  the  zwy’il’s  body.  See  the 
Proxy  of  Lolth  sidebar  for  the  proxy’s 
statistics. 

The  zwy’il  must  fight  for  her  life.  She 
can  use  any  and  all  means  available  to 
him,  including  weapons,  magic  items, 
spells,  and  traps.  Although  drow  are 
taught  that  they  must  fight  this  battle 
alone,  only  a  fool  would  do  so.  Most 
drow  bring  all  the  forces  at  their  com¬ 


mand  against  the  proxy,  often  sacrific¬ 
ing  much  of  their  power  to  bring  down 
the  deadly  divine  being. 

If  the  zwy’il  defeats  the  proxy  of 
Lolth,  she  passes  the  test.  The  reward 
for  passing  is  greater  than  mere  sur¬ 
vival.  Zwy’il  who  pass  the  test  are 
allowed  to  advance  beyond  20th  level, 
never  to  be  tested  by  Lolth  again.  Drow 
who  reach  30th  level  are  sometimes 
called  to  become  proxies  of  Lolth  them¬ 
selves.  They  then  have  the  opportunity 
to  defend  their  positions  by  eliminating 
ambitious  drow  during  future  Chwiloths. 
For  information  on  advancing  beyond 
20th  level,  see  the  Epic  Level  Handbook. 
For  information  on  creating  proxies,  see 
Deities  and  Demigods. 

Otherwise,  the  proxy  kills  the  zwy’il. 
Zwy’il  killed  by  the  proxy  cannot  be 
raised,  reincarnated,  or  resurrected  by 
any  means.  The  clerics  of  Lolth  say  that 
the  souls  of  zwy’il  who  fail  the  test  are 
taken  back  to  Lolth  and  slowly  con¬ 
sumed.  The  Chwilolth  occurs  when  the 
drow  has  gained  enough  experience  to 
advance  to  19th  or  20th  level.  ® 


fai1  Order  Back  Issues  Online! 


‘mum  BIONIC  (IASS  -  MEW  PCRMES 


Hundreds  of  issues  available 


Prices  range  from  $6-$15 


Get  'em  before  they're 
gone  forever! 


uss**® 


Dungeons,  £  Dragons.  Dungeon  Master,  dragon.  Dungeon  and  Rofyhedron  areregistered  trademarks  of  Wizards  of  the  Coast. 
Inc,,  a  subsidiary  oi  Hasbr®rlne.r  and  are  used  by  Rarzo  Publishing  unde*  kwse- 


AT  THE  TABLE: 

Monster  Tokens 

New  monsters  keep  encounters  interest¬ 
ing  and  keep  the  players  guessing,  but 
it’s  hard  to  find  miniatures  or  even  mon¬ 
ster  tokens  for  brand  new  monsters.  We 
couldn’t  deside  whether  to  provide  mon¬ 
ster  tokens  or  the  great  Cave  of  Pain 
battlemat  that  came  with  this  issue,  so 
you  get  both.  Just  head  to  the  nearest 
color  photocopier  and  bedevil  your  play¬ 
ers  with  these  threats  from  the 
Underdark.  These  do-it-yourself  tokens 
include  monsters  from  three  of  this 
month’s  articles,  “The  Punishments  of 
Lolth,”  the  Living  Greyhawk  Journal,  and 
“The  Ashen  Compact.” 

The  Dragon  staff  is  always  looking 
for  ways  to  build  a  more  useful  maga¬ 
zine,  if  you  have  comments  on  this,  or 
any  of  the  other  ideas  in  this  issue, 
chime  in  on  the  Dragon  message  boards 
at  www.wizards.com. 

Permission  granted  to  reproduce  this 
page  for  personal  use  only. 


UMBER  HULK  MIND  FLAYER  SCIENTIST  DROW  DROW  TROGLODYTYE 


The  drow  have  a  well-deserved  rep¬ 
utation  as  cold-blooded  murderers, 
torturers,  and  sadists.  They  delight 
in  seeing  others  in  pain,  including  those 
of  their  own  race.  Because  of  this  fasci¬ 
nation  with  torment,  the  drow  have 
become  experts  in  creating  items,  poi¬ 
sons,  drugs,  and  weapons  that  inflict 
excruciating  pain,  mind-blasting  insanity, 
or  both. 

Like  any  other  race,  the  drow  take 
advantage  of  the  resources  available  in 
their  surroundings.  Mushrooms,  moss, 
algae,  fungi,  and  the  bizarre  animal 
species  found  in  the  Underdark  serve  as 
the  baseline  for  countless  thousands  of 
odd  and  dangerous  items  and  poisons. 
Because  of  their  close  association  with 
their  sinister  goddess,  Lolth,  drow  also 
make  extensive  use  of  spiders  and  have 
catalogued  a  dizzying  array  of  ways  to 
take  advantage  of  them. 

Here  are  some  specialized  items  that 
might  be  found  in  the  hands  of  the 
drow.  Players  should  remember  that  the 
concepts  of  mercy,  fairness,  and  honor 
are  as  alien  to  the  drow  as  the  surface 
dwellers  that  invade  their  Underdark 
fortresses. 

Alchemical  Items 

Although  not  normally  known  for  their 
alchemical  skills,  some  drow  have  cre¬ 
ated  items  of  note.  In  almost  all  cases, 
these  items  make  use  of  various  ingre¬ 
dients  found  only  in  the  blackness  of 
the  Underdark. 

Shriek  Paste:  The  shrieker,  a  common 
fungus  found  in  the  bowels  of  the 
Underdark,  is  sometimes  cultivated  by 
drow  societies,  creating  a  first  line  of 
defense  against  intrusion  around  their 
cities.  In  addition,  drow  alchemists 


Alchemy  Items 

Item  Creation  DC 

Cost 

Shriek  Paste  20 

50  gp 

Flashstone  20 

30  gP 

Blackwater  25 

100  gp 

harvest  and  render  the  fungus  down  to 
a  base  substance  capable  of  reproducing 
the  shrieker’s  howl. 

Shriek  paste  is  an  oily,  smelly  sub¬ 
stance  with  a  slightly  purplish  color. 
When  smeared  on  a  surface,  it  retains 
its  same  consistency  almost  indefinitely. 
When  the  paste  is  exposed  to  a  light 
source  equivalent  to  torchlight  or 
greater,  it  rapidly  crystallizes.  During 
this  process,  the  paste  makes  a  high- 
pitched  screeching  noise,  making  it  a 
useful  signaling  device.  The  shriek  is 
loud  and  easy  to  hear  (Listen  DC  -10, 
modified  as  usual  for  distance,  solid 
barriers,  and  other  environmental  fac¬ 
tors.)  This  sound  lasts  for  i  round 
before  the  paste  dries  up  entirely  and 
is  rendered  inert. 

Flashstone:  Some  houses  of  drow 
have  not  laid  eyes  on  a  surface  dweller 
in  many  generations,  so  they  have  for¬ 
gotten  that  not  everyone  can  see  per¬ 
fectly  well  in  the  gloom  of  the 
Underdark.  Other  clans  have  had  to  deal 
with  repeated  incursions  from  above 
and  have  come  up  with  several  ways  to 
deal  with  them. 

The  flashstone  is  a  hard,  shiny  pellet 
that  glistens  in  light  and  glows  slightly 
under  both  normal  vision  and  darkvi- 
sion.  It  is  the  same  size  and  shape  as  a 
sling  bullet,  and  it  is  used  in  a  sling  as 
often  as  it  is  thrown.  When  a  flashstone 
strikes  a  hard  surface,  it  vaporizes 
instantly,  releasing  a  blast  of  light  (15- 
foot-diameter  circle).  Creatures  caught 
in  the  blast  must  make  Fortitude  saves 
(DC  16)  or  be  blinded  for  1  round.  Once 
the  i-round  blindness  has  passed,  the 
creature  suffers  a  -2  penalty  to  Spot 
and  Search  checks  for  one  hour  while 
its  eyes  recover. 

Some  drow  torturers  enjoy  using 
flashstones  in  conjunction  with  conven¬ 
tional  techniques,  conditioning  the  victim 
to  equate  bright  light  with  pain. 

Blackwater:  The  Underdark  is  filled 
with  dozens  of  lakes,  rivers,  and  even 
entire  seas,  which  in  turn  are  filled  with 
numerous  aquatic  species  that  have 


never  glimpsed  the  harsh  light  of  the 
sun.  Kuo-toas,  rogue  bands  of  sahuagin, 
lost  tribes  of  sea  elves,  and  other 
strange  and  exotic  races  swim  the  black¬ 
ened  waters.  The  drow  despise  any  chal¬ 
lenge  to  their  rule  below  the  earth  and 
view  these  aquatic  races  as  adversaries 
to  be  decimated. 

Long  ago,  a  small  city  of  drow  began 
to  prosper  along  the  banks  of  an 
immense  underground  lake.  However, 
the  lake  also  hosted  a  substantial  kuo- 
toan  settlement.  Clashes  between  the 
drow  and  kuo-toas  were  common,  with 
the  kuo-toas  raiding  the  fragile  ships 
that  the  drow  were  using  to  cross  the 
lake.  The  attacks  became  more  bold 
when  the  kuo-toas  realized  that  without 
crossing  the  lake,  the  drow  were 
trapped-there  were  no  other  tunnels 
leading  out  of  the  city. 

Salvation  for  the  drow  came  in  the 
form  of  a  young  alchemist  who  created 
a  vile  concoction,  which  he  dubbed 
blackwater.  When  dumped  into  water, 
blackwater  immediately  eliminates  the 
oxygen,  suffocating  most  aquatic  beings 
that  are  caught  in  its  area.  The  drow 
“navy”  commissioned  the  alchemist  to 
create  as  much  of  the  substance  as  pos¬ 
sible.  Barrel  after  barrel  of  blackwater 
was  dumped  into  the  lake,  which  had  the 
desired  effect  of  eliminating  any  kuo- 
toas  that  dared  to  venture  close  to  the 
surface.  Unfortunately,  the  poison  also 
eliminated  most  of  the  fish,  crustaceans, 
and  other  wildlife  that  the  city  was 
dependent  on  for  food.  For  a  few  des¬ 
perate  months,  the  drow  clung  to  sur¬ 
vival  while  ships  went  to  other  cities  and 
bartered  for  food. 

For  his  efforts,  the  alchemist  was 
murdered  in  his  sleep  to  ensure  that  the 
knowledge  of  blackwater  would  not 
spread  beyond  the  city.  However,  this 
plan  failed,  and  soon  other  drow  became 
aware  of  the  potent  concoction. 

A  single  vial  of  blackwater  rapidly 
affects  a  10  foot  by  10  foot  cube  of 
water.  Any  aquatic  creature  that 
breathes  blackwater  must  make  a 


Poisons 

Poison 

Type 

Initial 

Damage 

Secondary 

Damage 

Craft  (Poison¬ 
making)  DC 

Cost 

Chakar  Root 

Ingested  DC  16 

Paralysis* 

2d6  Dex 

V 

75°  gP 

Ebon  Fungus 

Inhaled  DC  15 

1  Cha 

2d6  Cha 

'5 

5°°gP 

Dessicator  Poison 

Contact  DC  19 

3d6  Con/ 

3d6  Con/ 

25 

2.750  gp 

*  See  poison  description. 

(id2  Con*) 

(-) 

45 


Constitution  check  (DC  10)  each  round 
or  begin  to  drown  (see  Chapter  3: 
Running  the  Game,  the  Drowning  Rule, 
in  the  Dungeon  Masters  Guide).  The  DC 
for  this  check  increases  by  1  on  each 
subsequent  round.  The  creature  can  also 
try  to  “hold  its  breath”  (as  a  creature 
going  underwater  would  normally  do), 
using  the  rules  from  the  Dungeon 
Masters  Guide.  Blackwater  affects 
creatures  that  can  breathe  underwater 
due  to  a  spell  or  effect,  such  as  water 
breathing ;  but  has  no  effect  on  crea¬ 
tures  that  can  only  breathe  air. 

Poison 

The  Underdark  is  host  to  numerous 
species  of  plants,  fungi,  molds,  and  other 
sources  of  terrible  poisons.  The  drow 
have  identified  several  unique  toxins  that 
are  derived  from  these  spores,  mush¬ 
rooms,  and  animals. 

The  creation  of  poisons  is  an  art 
taught  to  almost  every  drow.  Being 
able  to  identify  and  use  poisons  is  cru¬ 
cial  in  the  murderous  world  of  the 
drow,  and  one  who  does  not  learn  poi¬ 
son’s  secrets  is  doomed  to  become  a 
victim  to  them. 

Chakar  Root:  Chakar  is  a  strange  and 
beautiful  plant  that  produces  fragrant 
blooms  and  emits  a  glow  visible  only  to 
those  using  darkvision.  While  the  plant  is 
admired  for  its  unsettling  beauty,  the 
roots  of  the  plant  have  proven  the  most 
prized  part  by  drow  assassins.  Chakar 
root  has  a  light,  pleasant  taste,  and  it  is 
commonly  mixed  into  the  victims  food. 
When  ingested,  chakar  causes  a  warm 
and  pleasant  sensation  that  runs 
throughout  the  entire  body.  However,  if 
the  victim  fails  her  Fortitude  save  (DC 
16),  she  becomes  paralyzed.  This  paraly¬ 
sis  lasts  for  id3  hours.  The  root  contin¬ 
ues  to  attack  the  body,  and  a  minute 
after  its  initial  ingestion,  the  victim  must 
make  a  second  save  or  suffer  2d 6  points 
of  Dexterity  damage. 

Ebon  Fungus:  Feared  even  by  the 
drow,  ebon  fungus  is  commonly  found 
near  pools  of  water  that  are  completely 
devoid  of  life.  Animals  that  stumble  into 
a  patch  of  ebon  fungus  begin  to 
become  withdrawn,  lethargic,  and  disin¬ 
terested  in  the  world  around  them.  If 
left  unattended,  the  animal  soon  dies 
from  ennui,  refusing  to  even  seek  food 
or  water.  Drow  collect  this  substance 
and  use  it  against  enemies  that  they 
want  to  see  humiliated  and  withered 
before  being  destroyed. 


Ebon  fungus  attacks  in  two  different 
ways.  First,  creatures  that  inhale  the 
spores  feel  a  loss  of  self-confidence  and 
worth,  eventually  causing  a  spiraling 
depression.  Second,  the  fungus  spreads 
throughout  the  victims  body,  covering 
his  skin  with  a  fuzzy  black  substance. 

Slaves  usually  collect  this  substance, 
as  few  drow  willingly  expose  themselves 
to  the  dangers  of  this  fungus.  It  is  then 
ground  into  a  fine  black  powder. 

Desiccator  Poison:  The  result  of  a 
successful  use  of  the  dessicator- a 
gruesome  torture  device  devised  by 
the  drow  (see  below)  -  is  a  viscous 
substance  that  contains  the  vital 
essence  of  a  sentient  being.  By  combin¬ 
ing  this  essence  with  a  mixture  of  mon¬ 
strous  spider  toxin,  drow  alchemists 
have  learned  how  to  make  extremely 
deadly  poisons  that  target  specific 
races.  It  requires  an  Alchemy  check 
(DC  20)  instead  of  the  normal  Craft 
(poisonmaking)  skill  check  to  create  a 
single  vial  of  desiccator  poison.  Failure 
indicates  that  the  ingredients  have  been 
wasted,  necessitating  another  use  of 
the  dessicator. 

Dessicator  poison  is  tailored  for  a 
specific  race.  It  is  a  contact  poison  (DC 
19)  that  causes  3d6  initial  Constitution 
damage  and  3d6  secondary 
Constitution  damage  if  used  against  a 
member  of  the  same  race  that  was  used 
to  make  the  desiccator  poison  (see  the 
dessicator  description  below).  If  the 
poison  comes  into  contact  with  a  dif¬ 
ferent  race,  it  is  not  nearly  as  effective 
(id2  initial  Constitution  damage,  no  sec¬ 
ondary  damage). 

Drow  assassins  enjoy  using  this  poison 
when  stalking  specific  prey.  Although 
expensive,  drow  delight  in  knowing  that 
the  pain  and  torment  of  one  victim  was 
used  to  cause  the  death  of  another. 

Drugs 

The  drow  have  no  compunctions  about 
the  use,  transport,  or  sale  of  drugs. 

Some  drow  have  even  created  financial 
empires  based  on  the  sale  of  rare,  diffi¬ 
cult  to  find  drugs,  catering  to  both  sur¬ 
face  dwellers  and  other  drow.  Drow 
commonly  feed  drugs  to  their  slaves, 
lowering  their  willpower,  improving  their 
capacity  for  work,  or  turning  them  into 
drooling  puppets  that  the  drow  can  use 
for  some  twisted  pleasure. 

For  more  information  on  drugs,  see 
Lords  of  Darkness  or  the  upcoming 
Book  of  Vile  Darkness. 


Fezrah  (“Spiderblind”) 

Description:  This  pitch-black  fungus  has 
numerous  fuzzy  white  spots  and  pro¬ 
duces  an  odor  that  is  repulsive  to  any 
sort  of  vermin,  particularly  spiders. 
When  these  spore-filled  spots  are  har¬ 
vested  and  ingested,  the  user  produces 
a  scent  that  vermin  cannot  stand. 

Type:  Ingested  DC  9. 

Initial  Effect:  None. 

Secondary  Effect:  The  user  exudes  a 
scent  that  is  repulsive  to  vermin  of  any 
type  (including  monstrous).  Vermin  must 
make  a  Fortitude  save  (DC  11)  to  move 
within  5  feet  of  the  user.  If  the  user 
moves  within  5  feet  of  vermin,  those 
vermin  must  make  a  Fortitude  save  (DC 
11)  or  back  away  at  least  5  feet  on  their 
next  action.  This  effect  lasts  for  1  hour. 

Price:  50  gp 

Side  Effects:  The  user  becomes 
mildly  paranoid,  and  his  attitude 
toward  other  creatures  can  never 
improve  past  indifferent  (see  NPC 
Attitudes,  Chapter  5:  Campaigns  in  the 
Dungeon  Master's  Guide). 

Overdose:  If  more  than  a  single  dose 
is  taken  in  a  24-hour  period,  fezrah  acts 
as  a  poison-DC  11,  initial  and  secondary 
damage  id2  Strength. 

Addiction:  Low. 

Chiff 

Description:  This  mineral  is  found  in 
tiny  deposits  deep  in  the  Underdark, 
commonly  near  iron  and  silver.  It  is  a 
chalky  white  substance  with  a  dis¬ 
tinctly  metallic  tang  when  smelled. 

Chiff  grants  the  user  a  sense  of  supe¬ 
riority  and  a  desire  to  see  blood 
spilled.  The  gladiator-slaves  of  the 
drow  commonly  use  it  as  well  as 
drow  who  know  they  will  be  going 
into  battle. 

Type:  Inhaled  DC  17. 

Initial  Effect:  Chiff  fills  the  user  with 
a  sense  of  invulnerability,  confidence, 
and  bloodlust.  The  user  gains  the  abil¬ 
ity  to  Rage  (as  the  barbarian  class 
ability)  once  during  the  duration  of  the 
drug  (or  to  rage  one  additional  time  if 
the  user  already  has  the  rage  ability). 
The  effects  last  for  id3  hours. 

Secondary  Effect:  Chiff  is  a  potent 
stimulant,  and  the  user  gains  a  tempo¬ 
rary  +2  alchemical  bonus  to  her 
Dexterity. 

Price:  300  gp 

Side  Effects:  When  the  secondary 
effect  ends,  the  user  is  extremely 
lethargic  and  uncaring.  The  user 


46  august 2oo2 


Black 

Widow 


SPIDER  MASKS 


suffers  a  -6  penalty  to  Dexterity  and 
becomes  fatigued. 

Overdose:  If  more  than  one  dose  of 
chiff  is  taken  in  a  24-hour  period,  the 
user  suffers  id4  points  of  Wisdom  dam¬ 
age  and  acts  as  if  under  the  effect  of  a 
confusion  spell  for  2d4  minutes.  Using  it 
three  or  more  times  within  a  24  hour 
period  causes  2d4  points  of  Wisdom 
damage  and  the  user  is  confused  as  the 
spell  confusion  for  2d4  hours. 

Addiction:  High. 

Magic  Items 

Drow  make  extensive  use  of  magic  items 
of  all  kinds,  and  only  the  lowliest  ser¬ 
vants  or  warriors  do  not  own  at  least 
one  magic  item.  Listed  here  are  some  of 
the  bizarre  and  dangerous  magic  items 
that  the  drow  have  created  for  their 
perverted  goals. 

Spider  Masks 

Found  only  in  the  possession  of  high- 
ranking  clerics  of  Lolth,  these  terrible 
masks  grant  great  power,  but  they 
extract  a  terrible  price  upon  the  wearer. 
Once  donned,  the  mask  fuses  itself  to 
the  wearers  face  and  cannot  be 
removed  short  of  use  of  a  limited  wish, 
wish,  or  miracle .  Even  if  the  mask  is  suc¬ 
cessfully  removed  in  this  manner,  the 
person  must  make  a  Fortitude  save  (DC 
25)  or  be  instantly  killed  by  the  fury  of 
Lolth.  Seeing  such  a  mask,  most  drow 
immediately  treat  the  wearer  with  a 
great  deal  of  respect.  There  are  three 
known  types  of  masks: 

Brown  Recluse:  This  dull  brown  mask 
completely  covers  the  wearers  head, 
with  only  eight  black  eyes  and  two  huge 
hairy  fangs  breaking  the  surface.  The 
wearer  gains  the  following  abilities: 

•  +4  profane  bonus  to  Spot  and 
Listen  checks. 

•  Jump  and  spider  climb  at  will. 

•  The  wearer  gains  the  ability  to  make 
a  single  bite  attack  each  round.  This  bite 


deals  id6  damage  and  injects  a  terrible  (black  widow);  Market  Price:  37,840  gp 
poison  that  begins  to  rot  the  wearers  (brown  recluse),  115,440  gp  (phase  spi- 
flesh.  Fortitude  save  (DC  18);  2d6  initial  der),  56,150  gp  (black  widow);  Cost  to 
and  secondary  Constitution  damage.  Create:  18,920  gp  +  1,513  XP  (brown 

Phase  Spider:  This  mask  resembles  recluse),  57,720  gp  +  6,217  XP  (phase 
that  of  a  phase  spider:  white  and  blue,  spider),  28,075  2P  +  2»24^  XP  (black 

with  eight  silvery  white  eyes.  The  widow);  Weight:-, 

wearer  gains  the  following  abilities: 

•  +2  profane  bonus  to  Spot,  Search,  Desiccator 

and  Listen  checks.  First  created  by  the  drow  of  House 

•  The  wearer  gains  the  ability  to  make  Relyerrin,  the  desiccator  has  since 

a  single  bite  attack  each  round.  This  bite  been  duplicated  by  other  drow  necro- 

deals  id6  damage  and  poison.  Fortitude  mancers.  It  is  an  item  that  mixes  tor- 
save  (DC  13);  id6  initial  and  secondary  ture,  necromancy,  and  alchemy  into 
Constitution  damage.  one  terrible  whole. 

•  As  a  move-equivalent  action,  the  The  desiccator  is  a  large  iron  table, 

wearer  can  shift  from  the  Ethereal  Plane  and  it  quite  obviously  looks  like  a  torture 

to  the  Material  Plane.  Shifting  back  to  device.  There  are  four  solid  iron  bands 
the  Ethereal  Plane  also  takes  a  move-  where  the  victims  arms  and  legs  can  be 
equivalent  action.  The  ability  is  otherwise  restrained  (break  DC  30,  Escape  Artist 
identical  to  the  ethereal  jaunt  spell  as  DC  35).  The  bands  are  flexible,  and  the 
cast  by  a  gth-level  cleric.  The  wearer  table  can  hold  any  creature  of  size  Tiny 
can  shift  between  the  planes  any  number  to  size  Large.  After  a  creature  has  been 
of  times  per  day.  restrained  for  a  full  round,  the  desicca- 

B/ack  Widow:  This  mask  is  midnight-  tor  begins  emitting  hypnotic  waves  to 
black,  with  the  distinctive  red  hourglass  pacify  the  victim.  Victims  must  make  a 

shape  of  the  black  widow  spider  located  Will  save  (DC  23)  each  round  or  be 

on  the  forehead.  Unlike  the  other  masks  affected  by  a  dominate  monster  effect, 
listed  here,  the  wearers  mouth  is  visible,  Once  affected  by  the  dominate  monster 

although  it  looks  like  he  possesses  huge,  ability,  the  victim  ceases  to  struggle, 

spider-like  fangs.  Eight  small  spider  eyes  Starting  on  the  second  round,  the 
are  scattered  evenly  on  the  masks  sur-  desiccator  begins  to  suck  out  the  life 

face.  The  wearer  gains  the  following  force  and  vital  fluids  of  the  victim, 

abilities:  Every  10  minutes,  the  victim  must  make 

•  +4  profane  bonus  to  Listen,  Move  a  Will  save  (DC  15)  or  suffer  1  point 

Silently,  Search,  and  Spot  checks.  each  of  Constitution  and  Charisma  drain. 

•  Cause  fear  at  will  as  if  cast  by  a  The  victim  begins  to  shrivel  and  dry  out 

i5th-level  sorcerer.  during  the  process,  and  the  bands  auto- 

•  The  wearer  gains  the  ability  to  make  matically  tighten  to  prevent  him  from 

a  single  bite  attack  each  round.  This  bite  sliding  free  from  the  restraints, 
deals  id8  damage  and  poison.  Fortitude  The  victims  essence  is  collected 

save  (DC  18);  3d6  initial  and  secondary  through  a  series  of  tubes  and  vials, 

Constitution  damage.  which  is  then  used  to  create  a  noxious 

Caster  Level:  15th;  Prerequisites:  toxin  called  desiccator  poison.  This  poi- 

Craft  Wondrous  Item,  jump,  poison  son  is  dangerous  to  most  creatures,  but 

(brown  recluse);  Craft  Wondrous  Item,  it  is  especially  effective  against  the  same 

ethereal  jaunt,  poison  (phase  spider);  race  that  the  essence  was  derived  from. 

Craft  Wondrous  Item,  cause  fear,  poison  The  victim  must  be  drained  to  death  to 


47 


Disiccator 


subject  proved  too  difficult  to  break 
through  conventional  methods,  and 
they  remain  convinced  that  the  ability 
was  rarely  used. 

Caster  Level:  12th;  Prerequisites:  Craft 
Wondrous  Item,  zone  of  truth;  Market 
Price:  8,640  gp;  Cost  to  Create:  4,320 
gp  +  346  XP;  Market  Price:  8,640  gp. 


MAGIC  WEAPONS  AND  ARMOR 

The  drow  are  well  known  for  their  use 
of  crossbows  (especially  hand  cross¬ 
bows)  as  well  as  light  and  fast  weapons. 
They  also  enjoy  causing  pain,  and  some 
drow  forgo  weapons  that  kill  immediately 
for  ones  that  draw  out  the  agony  of 
their  opponents. 


Bolt  of  Discord 

Delighting  in  sowing  chaos  among  their 
enemies,  the  drow  have  created 
weapons  that  disrupt  and  confuse, 
thereby  prolonging  the  conflict.  A  bolt  of 
discord  is  a  +1  crossbow  bolt  covered  in 
bizarre  sigils  that  seem  to  move  on  their 
own  accord.  Upon  impact,  the  bolt 
releases  a  confusion  spell  with  a  15-foot 
radius,  as  if  cast  by  a  i3th-level  wizard 
(Will  save  DC  16  to  resist).  In  addition,  if 
a  creature  is  directly  struck  by  the  bolt 
of  discord,  it  is  affected  by  an  insanity 
spell  as  if  cast  by  a  i3th-level  wizard 
(Will  save  DC  20  to  resist). 

Caster  Level:  13th;  Prerequisites:  Craft 
Magic  Arms  and  Armor,  confusion, 
insanity;  Market  Price:  3250  gp;  Cost  to 
Create:  1625  gp  +  130  XP;  Weight:  -. 


Lash  of  Torment 

This  whip  is  embedded  with  cruel  spikes 
of  iron  and  glass,  effectively  making  it  a 
whip-dagger.  (Whip  daggers  are  exotic 
weapons  from  Sword  and  Fist.  They  cost 
25  gp,  deal  id6  points  of  slashing  dam¬ 
age,  score  a  critical  on  a  19-20,  and 


Rod  of 
tentacles 


weigh  3  pounds.  They  are  identical  to 
whips  in  all  other  respects.)  It  is  usually 
found  in  the  possession  of  drow  slavers 
or  torturers.  In  the  hands  of  a  non- 
drow,  the  lash  of  torment  acts  merely 
as  a  +1  whip  dagger.  In  addition,  every 
time  that  the  non-drow  wielder  misses, 
the  lash  of  torment  curls  back  and 
strikes  the  wielder.  This  curse  has  been 
placed  on  the  weapon  to  prevent  slaves 
from  taking  it  up  against  their  masters. 
Some  drow  slavers  leave  the  lash  of 
torment  in  a  place  where  a  slave  can 
find  it,  watching  with  delight  as  the 
slave  suffers  the  consequences  of  a 
missed  strike. 

In  the  hands  of  a  drow,  the  lash  of 
torment  functions  as  a  +3  wounding 
whip  dagger.  On  a  critical  hit,  the  lash  of 
torment  also  causes  tremendous  pain. 

The  victim  suffers  wracking  pains, 
resulting  in  a  -2  penalty  to  Dexterity  and 
a  -4  penalty  to  all  attack  rolls,  skill 
checks,  and  ability  checks.  A  Fortitude 
save  (DC  18)  negates  this  effect.  Both 
effects  last  idio  minutes,  and  any  addi¬ 
tional  hits  from  a  lash  of  torment  during 
this  time  have  no  further  effect  on  the 
victim  beyond  the  normal  damage 
inflicted. 

Caster  Level:  15th;  Prerequisites: 

Craft  Magic  Arms  and  Armor,  mor- 
denkainens  sword,  symbol;  Market 
Price:  98,325;  Cost  to  Create:  49,162  + 
3.933  XP. 

Rod  of  Tentacles 

This  disturbing  looking  rod  looks  as 
though  it  is  made  out  of  a  coiled  mass  of 
tentacles.  It  is  warm  and  rubbery  to  the 
touch  and  wiggles  slightly  when  held.  If 
used  in  melee  combat,  the  rod  of  tenta¬ 
cles  acts  as  a  +1  heavy  mace. 

The  rod  of  tentacles  allows  the  wielder 
to  cast  evards  black  tentacles  up  to 


produce  enough  useful 
essence.  See  desiccator 
poison  above. 

Creatures  that  are  immune  to 
are  immune  to  dessicator  poison, 
they  can  still  be  affected  by  the  dessica¬ 
tor  s  draining  effects  unless  they  are 
somehow  immune  to  Charisma  and 
Constitution  damage. 

Caster  Level:  17th;  Prerequisites:  Craft 
Wondrous  Item,  dominate  monster,  hor¬ 
rid  wilting;  Market  Price:  314,000  gp; 
Cost  to  Create:  153,000  gp  +  12,240  XP; 
Weight:  200  lbs. 


Z’henra’s  Tools 

Z’henra  was  a  drow  torturer  whose  skill 
reached  legendary  proportions.  She 
specialized  in  the  extraction  of  informa¬ 
tion  from  mind  flayers,  considering 
them  the  most  challenging  of  races  to 
break.  Over  time,  she  created  a  series 
of  magical  implements  of  torture  to 
help  her  crack  through  the  most  diffi¬ 
cult  wills. 

The  kit  contains  hooks,  scalpels, 
barbs,  razor-sharp  tongs,  and  other 
sinister  looking  items,  all  of  which  are 
made  of  polished  silver.  The  tools  have 
an  unusual  activation:  They  must  be 
placed  one  by  one  in  front  of  the  vic¬ 
tim  who  has  to  be  able  to  see  them. 
After  all  of  the  tools  have  been  placed, 
the  torturer  is  then  free  to  pick  them 
up  and  use  them  on  the  victim. 
Z’henra’s  tools  grant  a  +10  profane 
bonus  to  Intimidate  checks  during  the 
course  of  the  torture  session.  Once 
per  day,  the  tools  can  generate  a  zone 
of  truth  as  if  cast  by  a  i2th-level 
cleric.  Curiously,  this  ability  can  only 
be  activated  after  one  full  hour  of  tor¬ 
ture  with  the  tools  has  been  per¬ 
formed.  Sages  speculate  that  Z’henra 
built  in  this  safeguard  in  case  the 


Tools 


48  august 2oo2 


Lash  of 
Torment 


If  the  tentacle  beast  is  killed,  it  imme¬ 
diately  reverts  back  into  the  rod  form 
and  cannot  be  used  for  a  full  24  hours. 

If  the  tentacle  beast  is  destroyed  through 
use  of  a  disintegrate,  limited  wish,  mira¬ 
cle,  or  wish  spell,  the  rod  is  completely 
destroyed. 

Caster  Level:  15th;  Prerequisites: 

Craft  Rod,  animate  object,  evards  black 
tentacles;  Market  Price:  86,000  gp;  Cost 
to  Create:  43,000  gp  +  3440  XP; 

Weight:  12  lbs. 

NON-MAGIC  WEAPONS 
AND  ARMOR 

Drow  rely  on  slaves  to  produce  most  of 
their  weapons  and  armor,  but  a  few 
inventive  drow  perfect  weapons  too 
valuable  to  leave  in  the  hands  of  slaves 
or  simple  laborers.  These  weapons  and 
armor,  like  all  secrets  of  the  drow,  rarely 
make  their  way  into  the  hands  of  other 
races,  but  some  have  seen  enough  regu¬ 
lar  use  to  be  recognizable  by  most  expe¬ 
rienced  adventurers. 

Shatter  Bolt 

This  beautiful  crossbow  bolt  is  crafted 
entirely  from  a  specialized  form  of  glass. 
It  has  a  long  tip  that  is  more  slender 
than  the  rest  of  the  shaft.  Upon  striking 
a  target,  it  shatters  into  razor  sharp  sliv¬ 
ers  that  cause  tremendous  amounts  of 
pain,  increasing  the  critical  increment  to 
18-20/X3.  Shatter  bolts  are  available  for 
both  normal  sized  (light  and  heavy) 
crossbows  and  hand  crossbows. 

Shatter  bolts  are  extremely  delicate, 
however,  and  they  are  easily  destroyed 
by  intense  jostling,  such  as  what  occurs 
in  melee  combat.  Any  time  that  a  person 
holding  shatter  bolts  (held,  in  a  crossbow 
or  in  a  quiver)  is  grappled,  tripped,  or 
takes  10  or  more  points  of  damage  from 
a  single  strike,  there  is  a  50%  chance 


three  times  a  day  as  if  cast  by  a  15th- 
level  wizard.  Once  per  day,  the  rod 
can  be  turned  into  a  bizarre  creature 
that  follows  the  commands  of  the 
wielder.  When  hurled  to  the  ground 
and  a  command  word  is  spoken,  the 
rod  turns  into  a  mass  of  writhing, 
slimy  tentacles.  It  remains  in  this  form 
for  a  number  of  rounds  equal  to  the 
wielder’s  total  class  level.  It  has  the 
following  statistics  and  abilities: 


Tentacle  Beast:  CR  Large  con¬ 
struct;  HD  8dio;  hp  44;  Init  +2;  Spd  20 
ft.,  climb  20  ft.;  AC  18  (touch  11,  flat- 
footed  16);  Atk  +10  melee  (id6+ 5,  8  ten¬ 
tacle  rakes);  Face/reach  10  ft.  by  10 
ft./io  ft.;  SA  Constrict;  improved  grab; 
SQ  Construct  traits,  damage  reduction 
10/+1;  AL  N;  SV  Fort  +2,  Ref  +4,  Will 
+3;  Str  20,  Dex  15,  Con-,  Int— ,  Wis  12, 
Cha  3. 

Constrict  (Ex):  A  tentacle  beast  deals 
2d8+5  points  of  damage  with  a  suc¬ 
cessful  grapple  check  against  Medium- 
size  or  smaller  creatures. 

Improved  Grab  (Ex):  To  use  this  abil¬ 
ity,  the  tentacle  beast  must  hit  a 
Medium-size  or  smaller  opponent  with 
a  tentacle  rake  attack.  If  it  gets  a  hold, 
it  can  constrict. 

Construct  Traits:  Immune  to  mind- 
influencing  effects  (charms,  compulsions, 
phantasms,  patterns,  and  morale  effects), 
and  to  poison,  sleep,  paralysis,  stunning, 
disease,  death  effects,  necromantic 
effects,  and  any  effect  that  requires  a 
Fortitude  save  unless  it  also  works  on 
objects;  cannot  heal  damage;  not  subject 
to  critical  hits,  subdual  damage,  ability 
damage,  ability  drain,  or  energy  drain; 
not  at  risk  of  death  from  massive  dam¬ 
age,  but  destroyed  when  reduced  to  o 
hit  points  or  less;  cannot  be  raised  or 
resurrected;  darkvision  60  ft. 


Silk  Armor 


that  all  the  shatter  bolts  will  break  and 
be  destroyed.  A  shatter  spell  automati¬ 
cally  destroys  any  shatter  bolts  that  are 
caught  in  its  area  of  effect.  Unlike  nor¬ 
mal  bolts,  shatter  bolts  are  always 
destroyed  if  they  miss  their  target. 
Because  of  this,  most  wielders  of  shatter 
bolts  try  to  stay  out  of  melee. 

Because  of  their  extremely  fragile 
structure,  shatter  bolts  cannot  be  the 
target  of  the  following  spells:  magic 
weapon,  keen  edge,  and  greater  magic 
weapon. 

Market  Price:  75  gp  each;  Weight:  1 
lb.  (10  bolts). 

Silk  Armor 

Crafted  by  highly  trained  artisans  who 
weave  this  armor  from  the  silk  of  mon¬ 
strous  spiders,  silk  armor  is  a  highly 
prized  form  of  protection  favored  by 
drow  who  want  to  look  good  without 
weighing  themselves  down.  Silk  armor 
looks  more  like  a  medium-weight  jerkin 
than  regular  armor,  but  is  incredibly 
tough  and  resilient. 

Silk  armor  is  light  armor.  This  armor 
provides  a  +3  armor  bonus  and  has  a 
+8  maximum  Dexterity  bonus.  The 
armor  has  an  arcane  spell  failure  chance 
of  5%  and  a  -1  armor  check  penalty. 

Silk  armor  is  naturally  accepting  of 
enhancements.  Although  the  enhance¬ 
ment’s  cost  is  unaffected,  the  time  it 
takes  to  add  the  enhancement  to  the 
armor  is  reduced  by  half.  In  addition, 
non-masterwork  silk  armor  can  be 
enhanced  with  magic. 

Market  Price:  5,000  gp; 

Weight:  15  lbs.  & 


5o  august  2oo2 


CRUSADES  OF  THE 

ASHEN 
COMPACT 


VS.  DROW 


The  Ashen  Compact  is  a  secret 
cabal  of  subterranean  races  that 
recruit  and  train  surface  adventur¬ 
ers  to  make  war  against  the  drow.  They 
call  their  training  grounds  “academies,” 
and  they  advertise  themselves  in  the 
surface  world  as  agents  of  a  great  cru¬ 
sade  against  evil,  but  their  motives  are 
far  from  pure. 

The  Compact  was  formed  years  ago, 
when  the  drow  noble  house  of  lldorno 
took  power  in  its  native  city  and  began  a 
campaign  of  systematic  conquest  of  the 
surrounding  races.  Creatures  who  had 
been  at  each  others  throats  for  eons 
suddenly  found  themselves  shoulder  to 
shoulder  as  they  fled  to  safety.  As  the 
survivors  of  the  mind  flayer,  duergar, 
derro,  and  aboleth  nations  came 
together  in  the  ash  and  ruins  of  their 
former  cities,  they  met  for  the  first  time 
in  peaceful  negotiations. 

No  single  nation  was  strong  enough  to 
face  the  drow  alone.  Any  two  nations 
could  join  forces  to  crush  the  drow,  but 


by  Jim  Bishop  •  ill 

that  would  mean  leaving  themselves 
undefended  and  open  to  attacks  from 
the  others.  They  could  not  agree  on  how 
to  divide  forces,  and  so  could  not  agree 
to  a  four-way  alliance.  The  beaten  races 
realized  that  they  needed  to  go  outside 
their  borders  for  help-to  the  great 
heroes  of  the  surface  world.  As  they 
finalized  their  plans,  they  made  an  oath 
of  loyalty  to  each  other.  Thus  the  Ashen 
Compact  was  born. 

Within  days,  the  first  agents  of  the 
Ashen  Compact  stole  to  the  surface.  A 
dozen  mind  flayers,  derro,  and  duergar 
warriors  traveled  at  night  under  magical 
protections  and  began  their  reconnais¬ 
sance  of  local  settlements.  With  the 
duergar  and  derro  supplying  muscle, 
and  the  mind  flayers  able  to  create  loyal 
subjects,  they  quickly  formed  a  base  of 
power  in  the  catacombs  under  an  aban¬ 
doned  temple,  while  establishing  a  front 
of  brainwashed  followers  in  the  ruins 
above.  The  teams  puppets  insinuated 
themselves  into  the  local  community, 


strated  by  Jonathan  Wayshak 

spreading  word  that  they  required 
heroes  for  a  crusade  against  the  hated 
dark  elves. 

THE  FIRST  STUDENTS 

The  news  spread  quickly,  and  before 
long  the  usual  crowd  of  malcontents, 
riffraff,  and  adventurers  gathered  in 
the  moss-covered  churchyard  to  take 
the  first  solemn  oath  against  their  new 
foe.  Many  races  answered  the  call, 
including  a  large  number  of  elves,  all 
of  them  raised  on  tales  of  dark  elf 
treachery  and  villainy. 

The  group  was  split  into  three  differ¬ 
ent  divisions  according  to  the  students’ 
skills,  and  training  began  in  earnest. 

Those  skilled  in  the  art  of  fighting  began 
their  schooling  with  ancient  treatises  on 
drow  tactics,  anatomy,  and  psychology. 
Once  these  subjects  were  mastered, 
their  duergar  instructors-disguised  as 
deep  dwarves-put  them  through  months 
of  grueling  drills  in  the  total  darkness  of 
the  catacombs. 


53 


FOR  YOUR  CAMPAIGN 

Even  if  drow  don’t  exist  in 
your  campaign,  you  can  still 
use  many  elements  of  this 
article.  Here  are  some  sug¬ 
gestions  to  get  you  started. 

•  You  can  use  the  back¬ 
ground  story  of  the  Ashen 
Compact’s  creation  as  an 
interesting  plot  hook.  In  this 
case,  the  agents  might  be 
fighting  another  evil  race  that 
is  prevalent  in  your  campaign, 
or  perhaps  their  crusade  is 
against  a  tribe  of  good 
dwarves.  Your  PCs  might  be 
recruited  into  a  Compact 
academy,  or  some  concerned 
parents  might  ask  the  PCs  for 
help  in  learning  what  hap¬ 
pened  to  their  children  after 
they  joined  the  local  academy. 

•  The  NPC  agents  pre¬ 
sented  in  this  article  don’t 
have  to  be  connected  in  any 
way.  You  can  simply  use  the 
monsters  as  interesting  NPCs 
or  enemies  that  the  player 
characters  encounter. 

•  Use  the  prestige  classes 
presented  in  this  article  to 
make  other  interesting  NPCs. 
If  drow  don’t  play  a  signifi¬ 
cant  role  in  your  campaign, 
simply  tweak  the  classes  to 
better  fit  your  world.  For 
example,  you  can  swap  the 
drow  sign  language  ability  of 
the  deep  avenger  and 
gloomblade  prestige  classes 
with  some  other  language. 


Members  with  a  more  larcenous  bent  were 
taken  to  the  ruined  bell  tower,  where  the  maze 
of  shattered  beams  and  masonry  accustomed 
them  to  the  conditions  of  deep  caverns.  These 
students  studied  under  a  trio  of  derro,  whose 
rasping  voices  came  from  behind  a  screen, 
teaching  how  to  listen  to  the  earth  and  strike 
from  ambush. 

Meanwhile,  a  solitary  aboleth  had  been  fer¬ 
ried  up  through  the  dark  tunnels  and  secreted 
in  the  old  temples  cistern.  Here  the  spellcasters 
of  the  group  were  secretly  subjected  to  hyp¬ 
notic  suggestion,  sensory  deprivation,  and  psy¬ 
chic  surgery  to  strengthen  their  minds. 
Eventually,  the  more  exceptional  spellcasters 
were  fused  with  the  ancient  creatures  alien 
consciousness,  gaining  supernatural  perception 
at  the  expense  of  their  normal  eyesight. 

The  First  Crusade 

Within  a  year,  the  ragged  volunteers  were 
forged  into  an  expert  fighting  force.  Their  old 
skills  and  ways  of  life  were  forgotten,  replaced 
with  a  deadly  focus  on  fighting  dark  elves  in 
their  pitch-black  homes. 

The  Ashen  Compact  agents  equipped  their 
forces,  took  them  deep  into  the  earth,  and  set 
them  loose  on  the  guard  towers  and  keeps  of 
the  house  lldorno  drow.  Within  hours  the  drow 
defenses  were  shattered,  and  they  retreated  to 
deeper  tunnels.  Over  the  following  weeks,  the 
dark  elves  sent  waves  of  elite  troops  at  the 
invaders,  but  to  no  avail.  Before  a  month 
passed,  house  lldorno  was  nothing  but  a  mem¬ 
ory,  and  with  it  went  all  hopes  of  drow  con¬ 
quest  in  the  region. 

The  creators  of  the  Ashen  Compact  met  just 
once  more,  in  the  weeks  following  this  decisive 
victory.  The  representatives  met  in  comfort  this 
time,  but  the  mood  was  no  lighter.  Each  envoy 
committed  his  nations  people  and  resources  to 
more  academies  and  fixed  their  targets  for  the 
next  assaults.  Finally,  they  agreed  that  the 
Compact  would  never  meet  again;  the  risk  of 
discovery  by  drow  forces  was  too  great.  Every 
academy  would  operate  as  an  independent  cell 
on  the  surface  world  and  seek  the  destruction 
of  the  dark  elf  nation. 

THE  ASHEN  COMPACT 
IN  A  D&D  GAME 

The  Academies:  Founding  and  Operations 

Academies  are  completely  independent  from 
any  central  body,  thus  the  DM  may  place  an 
academy  almost  anywhere  in  his  campaign 
world.  A  typical  academy  is  located  no  more 
than  30  miles  from  the  nearest  major  cave 
entrance.  The  agents’  pattern  is  to  occupy  an 
existing  structure,  usually  an  abandoned  one 
that  has  been  ravaged  by  time. 


Most  often,  Compact  operations  are  set  up  in 
the  ruins  of  temples  and  monasteries.  These 
buildings  are  usually  designed  to  accommodate 
large  groups,  and  they  have  the  additional 
advantage  of  having  been  built  to  foster  privacy 
for  those  within  their  walls.  Best  of  all,  these 
buildings  carry  the  seal  of  faith  and  help  to  sell 
the  surrounding  communities  on  the  academy’s 
values  and  sincerity. 

Fortresses  are  abandoned  far  less  frequently 
than  religious  buildings,  but  their  strong  con¬ 
struction  and  strategic  placement  make  them 
almost  as  desirable.  In  the  absence  of  a  fortified 
structure,  Compact  agents  work  with  whatever 
is  at  hand  and  are  not  above  setting  up  their 
academies  in  a  farmhouse,  winery,  river  barge, 
and  even-if  the  reports  are  true-in  the  walls  of 
a  ruined  dam. 

Academies  are  founded  with  no  warning, 
springing  up  in  a  few  days  before  local  authori¬ 
ties  can  ask  too  many  questions.  Major  repairs 
and  new  construction  wait  for  the  first  crop  of 
students,  and  these  sites  often  change  dramati¬ 
cally  over  the  course  of  a  few  years. 

When  a  suitable  site  is  located,  slaves  and 
duergar  work  to  clean  it  out,  while  mind  flayer 
“missionaries”  move  through  the  landscape 
spreading  word  among  the  locals.  Mind  flayers 
are  nothing  if  not  cunning,  and  they  use  their 
guile  to  every  advantage  as  they  seed  the  locals 
with  rumors,  omens,  and  portentous  “dreams” 
to  support  their  crusade. 

Once  the  space  is  ready,  the  local  authorities 
are  summoned  to  the  academy  for  its  opening. 
Here  the  Compact  agents  exert  all  their  influ¬ 
ence,  including  psionic  and  magic  domination,  to 
get  community  leaders  on  their  side.  If  they  are 
even  moderately  successful,  word  spreads 
quickly,  and  soon  the  academy  is  deluged  with 
applicants.  All  are  accepted,  but  only  a  select 
few  are  trained  for  combat.  Most  serve  the  cru¬ 
sade  as  menial  laborers  and  craftsmen,  or  as 
food  for  the  ravenous  “instructors.” 

Training 

Instruction  has  changed  little  since  the  days  of 
the  first  academy.  Duergar  still  instruct  the  war¬ 
riors  in  blind  fighting  and  the  ways  of  dark 
elves;  derro  savants  pass  on  secrets  of  ambush 
to  their  thralls  and  teach  them  how  to  read  the 
stone  and  walk  among  spiders  with  no  danger; 
and  the  aboleth  and  mind  flayers  perform  their 
blasphemous  surgery  on  spellcaster  applicants. 

Several  advancements  in  spell  research  and 
alchemy  have  been  made  since  the  first  cru¬ 
sade,  and  these  new  alchemical  items,  spells,  and 
magic  weapons  are  now  a  part  of  the  curricu¬ 
lum  in  every  academy. 

The  Crusade 

The  credo  and  purpose  of  these  academies  is 


54  august  2oo2 


“holy  war.”  Toward  this  end,  each  academy  has 
a  drow  city  or  outpost  as  its  target  and  a  quota 
of  soldiers  to  fill  if  they  hope  to  succeed  in  their 
goal.  The  entire  process,  from  founding  an 
academy  to  embarking  on  a  crusade,  takes  at 
least  one  year,  sometimes  two. 

When  the  time  is  right,  the  crusaders  are 
gathered  and  armed  with  magic  and  alchemical 
items.  They  are  treated  to  a  stirring  send-off 
and  led  into  the  nearest  dark  cavern  toward 
their  enemy.  Only  a  few  Compact  agents 
accompany  these  forces;  usually  a  few  duer- 
gar  scouts  and  an  invisible  mind  flayer  lead 
the  crusaders  to  ensure  they  remain  true  to 
their  cause. 

When  the  crusaders  reach  their  target,  the 
Compact  agents  hang  back  and  observe  the 
battle,  eventually  falling  back  to  report  to  the 
academy.  If  the  academy  students  are  victori¬ 
ous,  they  return  as  heroes  and  begin  training 
for  their  next  mission.  If  they  break  and  flee, 
they  are  taken  captive  at  the  surface  and 
eaten  during  the  long  months  while  new  stu¬ 
dents  are  recruited. 

Caravans 

Ashen  Compact  agents  travel  across  country 
for  only  two  reasons:  They  have  been  sent 
out  to  found  a  new  academy  or  they  have 
been  uncovered  by  local  authorities  and  are 
fleeing  to  a  new  safe  haven.  In  either  case, 
their  disguise  is  paramount. 

On  casual  inspection,  a  Compact  caravan 
appears  to  be  a  traveling  crew  of  deep  dwarf 
smiths.  The  duergar  fighters  who  drive  the 
teams  are  magically  disguised  and  often  carry 
dwarf-crafted  items  as  cover.  Lurking  inside 
the  canvas-shielded  wagons  is  a  single  derro 
savant  with  crossbow  at  the  ready,  a  pair  of 
mind  flayer  missionaries  who  telepathically 
scan  all  visitors  as  a  matter  of  course,  and 
a  single  aboleth  hierophant  floating  in  its 
hidden  tank,  generating  illusions  as  the  situa¬ 
tion  demands. 

Caravan  Encounters:  If  encountered  on  the 
road,  the  duergar  do  their  best  to  come 
across  as  gruff  and  ordinary  deep  dwarves 
traveling  from  their  home  to  sell  wares.  They 
have  dwarven  goods  to  sell,  but  these  are 
just  spoils  of  ancient  war,  and  they  can  be 
identified  as  such  by  bardic  lore  and  the  leg¬ 
end  lore  spell.  Even  if  provoked,  the  caravan 
takes  pains  to  avoid  revealing  its  true  nature. 
Only  when  attacked  does  the  full  capacity  of 
a  Compact  caravan  become  known.  Typically, 
the  aboleth  hierophant  creates  scores  of  illu¬ 
sionary  attackers,  while  the  mind  flayers 
emerge  from  hiding  and  mind  blast  their 
attackers.  Any  who  are  stunned  by  the  mind 
flayers’  opening  attack  are  then  subjected  to 
their  horrific  extract  ability.  The  caravan’s 


derro  savant  attempts  to  skulk  around  the 
rear,  casting  spells  and  making  sneak  attacks 
when  possible. 

Ashen  Compact  NPCs 

Listed  below  are  the  complete  statistics  for  a 
typical  group  of  Compact  agents  sent  out  to 
found  a  new  academy.  Each  group  usually 
includes  two  duergar  toughs,  two  derro 
savants,  one  mind  flayer,  and  one  aboleth, 
although  additional  agents  might  be  added  to 
the  group  if  the  area  of  a  new  potential  acad¬ 
emy  is  densely  populated. 

Duergar  Tough,  Male  Duergar  Ftr3:  CR  3; 
Medium-size  humanoid;  HD  3dio+6;  hp  21;  Init 
+2;  Spd  20  ft.;  AC  18  (touch  14,  flat-footed  16); 
Atk  +7  melee  (id8/id6,  masterwork  dwarven 
urgrosh);  SA  Spell-like  abilities;  SQ  Duergar 
traits;  AL  LE;  SV  Fort  +5,  Ref  +3,  Will  +3;  Str  16, 
Dex  14,  Con  14,  Int  10,  Wis  14,  Cha  4. 

Skills:  Climb  +9,  Jump  +9,  Listen  +5,  Move 
Silently  +6,  Spot  +5;  Feats:  Alertness,  Blind- 
Fight,  Exotic  Weapon  Proficiency  (dwarven 
urgrosh),  Power  Attack. 

Possessions:  Masterwork  dwarven  urgrosh,  +1 
masterwork  breastplate ,  2  potions  of  alter  self. 

Derro  Savant,  Rog2/Sor5:  CR  7;  Medium- 
size  humanoid;  HD  2d6+5d4;  hp  22;  Init  +1;  Spd 
20  ft.;  AC  11;  Atk  +2  melee  (id6-i,  short  sword), 
+6  ranged  (id8+i,  +1  repeating  crossbow)',  SQ 
Derro  traits;  AL  CE;  SV  Fort  +1,  Ref  +5,  Will  +3; 
Str  8,  Dex  12,  Con  11,  Int  16,  Wis  8,  Cha  14. 

Skills:  Appraise  +8,  Balance  +6,  Bluff  +7, 

Climb  +4,  Concentration  +8,  Diplomacy  +7, 
Disable  Device  +8,  Escape  Artist  +6,  Hide  +6, 
Intuit  Direction  +4,  Knowledge  (arcana)  +11, 

Listen  +4,  Spellcraft  +11,  Use  Rope  +6;  Feats: 
Blind-Fight,  Exotic  Weapon  Proficiency  (repeat¬ 
ing  crossbow),  Point  Blank  Shot,  Silent  Spell. 

Spells  Known  (Sor  6/ 7/ 5;  base  DC  =  12  + 
spell  level):  o- dancing  lights,  detect  magic, 
detect  poison,  flare,  prestidigitation,  read  magic; 
1st—  mage  armor,  magic  missile,  spider  climb, 
ventriloquism;  2nd— cats  grace,  whispering  wind. 

Possessions:  +1  repeating  crossbow,  short 
sword,  2  flasks  each  of  acid  and  alchemist’s  fire, 
2  potions  of  cure  serious  wounds,  2  potions  of 
misdirection,  2  potions  of  detect  thoughts,  wand 
of  charm  person  (35  charges). 

Mind  Flayer  Missionary,  Clri:  CR  9;  Medium- 
size  aberration;  HD  8d8+8;  id8+i;  hp  48;  Init  +6; 
Spd  30  ft.;  AC  19  (touch  14,  flat-footed  17);  Atk 
+8  melee  (id4+i,  4  tentacles);  SA  Mind  blast, 
improved  grab,  extract,  psionics;  SQ  SR  25, 
telepathy;  AL  LE;  SV  Fort  +5,  Ref  +4,  Will  +11; 

Str  12,  Dex  14,  Con  12,  Int  19,  Wis  17,  Cha  17. 

Skills:  Bluff  +8,  Concentration  +12,  Hide  +8, 
Intimidate  +10,  Knowledge  (arcana)  +9, 

Knowledge  (religion)  +9,  Listen  +8,  Move 
Silently  +7,  Spellcraft  +8,  Spot  +10;  Feats: 
Alertness,  Combat  Casting,  Dodge,  Expertise, 


FOR  YOUR  CHARACTER 

There  are  many  elements  of 
this  article  that  can  be  useful 
to  player  characters. 

•  Consider  using  this  arti¬ 
cle  to  provide  a  background 
for  your  character.  Perhaps 
she  was  recruited  into  a 
Compact  academy  and 
escaped  within  an  inch  of 
her  life  when  she  realized 
she  was  a  pawn  for  other 
evil  creatures.  Maybe  a 
family  member,  such  as  a 
brother,  was  recruited  into 
the  academy  and  never 
heard  from  again.  Now  she’s 
determined  to  learn  what 
happened  to  her  sibling. 

•  Ask  your  DM  if  you  can 
use  one  of  the  prestige 
classes  presented  in  this  arti¬ 
cle.  If  drow  aren’t  prevalent 
in  her  campaign,  she  might 
consider  changing  the  drow- 
specific  abilities  to  something 
more  useful.  For  instance, 
your  dwarf  PC  might  be  a 
gloomblade-a  soldier  trained 
to  fight  his  clans  hated 
enemy,  the  duergar. 

•  This  article  presents  a 
number  of  new  game  ele¬ 
ments.  If  you  are  interested  in 
the  magical  or  alchemical 
items  presented  here,  ask 
your  DM  if  she’ll  allow  them 
in  her  campaign.  Perhaps  you 
and  your  fellow  adventurers 
will  stumble  across  some  of 
these  treasures  after  explor¬ 
ing  the  ruins  of  what  seems 
to  have  been  an  old  academy 
of  some  sort .  . . 


55 


Improved  Initiative,  Weapon  Finesse 
(tentacle). 

Spells  Prepared  (3/3,  base  DC  =  13  + 
spell  level)  o- detect  magic,  purify  food 
and  water,  read  magic;  1st  -cause  fear * 
death  watch,  doom. 

*Domain  Spell.  Domains:  Death  (death 
touch  i/day),  Destruction  (smite  i/day). 

Possessions:  Ring  of  protection  +, 2 , 
bracers  of  armor  +2. 

Aboleth  Hierophant,  III2:  CR  10;  Huge 
aberration  (aquatic);  HD  8d8+4o; 

284+10;  hp  91;  Init  +1;  Spd  10  ft.,  swim  60 
ft.;  AC  16  (touch  9,  flat-footed  15);  Atk 
+13  melee  (id6+g  and  transformation,  4 
tentacles);  SA  Transformation,  psionics, 
enslave;  SQ  Mucus  cloud;  AL  LE;  SV 
Fort  +7,  Ref  +3,  Will  +14;  Str  26,  Dex  12, 
Con  20,  Int  15,  Wis  17,  Cha  17. 

Skills:  Alchemy  +6,  Concentration  +19, 
Knowledge  (arcana)  +9,  Listen  +12, 
Spellcraft  +8,  Spot  +12;  Feats:  Alertness, 
Combat  Casting,  Iron  Will,  Scribe  Scroll. 

Spells  Prepared  (4/ 3;  base  DC  =  12  + 
spell  level):  o- detect  magic  (x2),  pres¬ 
tidigitation  (x2);  1st  -mage  armor, 
obscuring  mist,  Nystufs  undetectable 
aura. 

Spellbook :  o— all;  1st  -change  self, 
mage  armor,  magic  missile,  Nystufs 
undetectable  aura  *  obscuring  mist, 
true  strike. 

^Specialization  spell.  School:  Illusion. 

Possessions:  Crystal  ball. 

NEW  PRESTIGE  CLASSES 

The  deep  avenger,  gloomblade,  and  gray 
sage  are  new  prestige  classes  available 
to  characters  who  train  in  an  Ashen 
Compact  academy. 

Deep  Avenger 

The  deep  avenger  is  a  ruthless  hunter 
in  the  subterranean  world,  an  agent  of 
vengeance  from  the  dawn  of  elven 
history.  Deep  avengers  form  the  body 
of  a  Compact  crusade  and  are  versa¬ 
tile  enough  to  occupy  almost  any  bat¬ 
tlefield  niche. 

The  Compact  usually  reserves  this 
martial  training  for  elves,  harnessing  the 
ancient  hatred  they  hold  for  their  dark 
kin,  however,  members  of  other  races 
may  be  allowed  to  train  as  martial  sol¬ 
diers  if  they’ve  recently  lost  a  loved  one 
to  the  drow.  A  deep  avenger  is  a  terrible 
opponent,  able  to  find  and  destroy  his 
chosen  enemy  with  fierce  precision. 

Barbarians,  fighters,  paladins,  and 
rangers  make  strong  deep  avengers  who 
are  eager  to  fight  on  the  front  lines. 


Clerics  and  druids  add  a  potent  mix  of 
divine  magic  to  the  class,  and  they 
often  fight  in  the  crusades  as  battlefield 
healers  and  diviners.  Wizards  and  sor¬ 
cerers  do  not  usually  have  the  martial 
training  to  meet  the  class  requirements, 
but  multiclass  fighters/wizards  are  far 
from  rare  and  often  serve  as  officers 
in  the  crusades. 

Class  Features 

All  of  the  following  are  class  features  of 
the  deep  avenger  prestige  class. 

Weapon  and  Armor  Proficiency: 
Deep  avengers  are  proficient  with  all 
simple  and  martial  weapons,  all  armor, 
and  shields. 

Brutal  Strike  (Ex):  Deep  avengers 
receive  instruction  on  drow  physiology, 
learning  the  race’s  vital  points,  major 
arteries,  and  pain  centers,  thus  allowing 
them  to  fight  the  drow  with  ruthless  effi¬ 
ciency.  On  his  turn,  a  deep  avenger  may 
add  +1  to  either  one  attack  roll  or  one 
damage  roll,  but  not  both.  He  must 
declare  where  the  bonus  applies  at  the 
start  of  his  action.  For  every  three  lev¬ 
els  gained,  this  bonus  increases  by  +1. 

Drow  Sign  Language  (Ex):  Before  they 
go  on  crusade,  deep  avengers  learn  the 
silent  language  of  their  prey.  Using  these 
hand  signals,  a  team  of  Compact  cru¬ 
saders  can  communicate  silently  at  dis¬ 
tances  of  up  to  120  feet  as  long  as  they 
can  see  each  other.  Note  that  a  deep 
avenger  learns  this  language  without 
spending  skill  points. 

Darkvision  (Ex):  After  long  months  of 
training  in  total  darkness,  the  eyes  of 
deep  avengers  are  subjected  to  arcane 
alchemical  treatments  that  grant  them 
darkvision  to  a  range  of  60  feet.  At  7th 
level,  a  deep  avenger’s  darkvision 
improves  to  120  feet. 

See  the  Light  (Sp):  At  3rd  level,  the 
deep  avenger  gains  the  ability  to  cast 
either  daylight  or  sunbeam  once  per  day 


as  a  spell-like  ability,  chosen  at  the  time 
of  casting.  These  abilities  are  as  the 
spells  cast  by  a  loth-level  sorcerer 
(save  DC  10  +  Charisma  modifier  + 
spell  level).  At  6th  and  9th  level,  the 
deep  avenger  gains  one  additional  use 
of  this  ability  per  day. 

Rage  (Ex):  At  5th  level,  a  deep 
avenger  can  fly  into  a  rage,  gaining  phe¬ 
nomenal  strength  and  durability  but 
becoming  reckless  and  less  able  to 
defend  himself.  He  temporarily  gains  a 
+4  bonus  to  Strength  and  Constitution, 
and  a  +2  morale  bonus  on  Will  saves, 
but  suffers  a  -2  penalty  to  AC.  The  rage 
lasts  for  a  number  of  rounds  equal  to  3 
+  the  character’s  (newly  improved) 
Constitution  modifier. 

The  deep  avenger  can  enter  a  rage 
once  per  day  at  5th  level  and  twice  per 


DEEP  AVENGER  Requirements 

To  qualify  to  become  a  deep  avenger, 
a  character  must  fulfill  all  of  the  fol¬ 
lowing  criteria. 

Base  Attack  Bonus:  +7. 

Feats:  Blind-Fight,  Power  Attack. 
Special:  Must  speak 
Undercommon. 

Special:  A  deep  avenger  must  have 
lost  a  loved  one  to  drow  in  the  last  5 
years. 

DEEP  AVENGER  Class  Skills 

The  deep  avenger’s  class  skills  (and 
the  key  ability  for  each  skill)  are: 

Str:  Climb,  Jump,  Swim. 

Dex:  - 
Con:  - 

Int:  Craft  (any). 

Wis:  Intuit  Direction. 

Cha:  Handle  Animal,  Ride. 

Skill  Points  at  Each  Level:  2  +  Int 
modifier. 


DEEP  AVENGER  ADVANCEMENT 


Class 

Base 

Fort. 

Ref. 

Will 

Level 

Attack  Bonus 

Save 

Save 

Save 

1st 

+1 

+2 

+0 

+2 

2nd 

+2 

+3 

+0 

+3 

3rd 

+3 

+3 

+1 

+3 

4th 

+4 

+4 

+1 

+ 4 

5th 

+5 

+4 

+1 

+4 

6th 

+6 

+5 

+2 

+5 

7th 

+7 

+5 

+2 

+5 

8th 

+8 

+6 

+2 

+6 

grh 

+9 

+6 

+3 

+6 

10th 

+10 

+7 

+3 

+7 

Special 

Brutal  strike  +1,  drow  sign  language 
Darkvision  60  ft. 

See  the  light  \ /day 

Brutal  strike  +2 

Rage  i/day 

See  the  light  2/ day 

Brutal  strike  +3,  darkvision  120  ft. 

Resist  poison 

See  the  light  3/day 

Rage  2/day,  brutal  strike  +4 


56  august  2oo2 


GLOOMBLADE  Requirements 

To  qualify  to  become  a  gloomblade,  a 
character  must  fulfill  all  of  the  follow¬ 
ing  criteria. 

Move  Silently:  10  ranks. 

Hide:  10  ranks. 

Feats:  Alertness,  Blind-Fight. 
Special:  Must  speak 
Undercommon. 

GLOOMBLADE  Class  Skills 

The  gloomblades  class  skills  (and  the 
key  ability  for  each  skill)  are: 

Str:  Climb,  Jump,  Swim. 

Dex:  Balance,  Escape  Artist,  Hide, 
Move  Silently,  Open  Lock,  Pick 
Pocket,  Tumble,  Use  Rope. 

Con:  - 

Int:  Appraise,  Craft  (any),  Disable 
Device,  Forgery,  Search. 

Wis:  Innuendo,  Intuit  Direction, 
Listen,  Sense  Motive,  Spot. 

Cha:  Bluff,  Diplomacy,  Disguise, 
Gather  Information,  Intimidate,  Use 
Magic  Device. 

Skill  Points  at  Each  Level:  8  +  Int 
modifier. 


day  at  10th  level.  If  he  already  has  the 
rage  ability  from  another  class,  the 
bonuses  do  not  stack,  but  he  gains 
additional  uses  of  this  ability  at  5th 
and  10th  level. 

Resist  Poison  (Ex):  Deep  avengers  are 
exposed  to  poisons  in  controlled  doses, 
thereby  building  up  a  stronger  resist¬ 
ance  to  them.  At  8th  level,  a  deep 
avenger  gain  a  +4  bonus  on  Fortitude 
saving  throws  against  poison. 

Gloomblade 

Gloomblades  serve  in  the  Compact  cru¬ 
sades  as  scouts  and  infiltrators.  Elite 
gloomblades  range  far  ahead  of  the  main 
force,  eliminating  drow  guard  posts, 
trapping  the  dark  elves’  tunnels  and  cav¬ 
erns,  and  creating  as  much  confusion  as 
possible.  Junior  members  form  the 
ranged  combat  contingent  of  the  main 
crusading  force. 

Gloomblades  come  from  every  race 
and  background,  but  most  are  elves, 
dwarves,  and  halflings,  and  all  have 
received  some  sort  of  training  in  recon¬ 
naissance.  They  share  an  overriding 
passion  for  the  destruction  of  dark 
elves,  and  in  the  Ashen  Compact’s  acad¬ 
emies,  they  are  trained  to  defeat  the 


GLOOMBLADE  ADVANCEMENT 

Class  Base  Fort.  Ref.  Will 

Level  Attack  Save  Save  Save  Special 


1st 

+0 

+0 

+2 

+0 

Sneak  attack  +id6,  drow  sign  language 

2nd 

+1 

+0 

+3 

+0 

Tremorsense  30  feet 

3rd 

+2 

+1 

+3 

+1 

Stonescreen  2/d  ay 

4th 

+3 

+1 

+4 

+1 

Sneak  attack  +2d6 

5th 

+3 

+1 

+4 

+1 

Immunities 

6th 

+4 

+2 

+5 

+2 

Stonescreen  3/day 

7th 

+5 

+2 

+5 

+2 

Sneak  attack  +3d6 

8th 

+6 

+2 

+6 

+2 

Tremorsense  60  feet 

gth 

+6 

+3 

+6 

+3 

Ranged  disarm,  stonescreen  4/day 

10th 

+7 

+3 

+7 

+3 

Sneak  attack  +4d6 

drow  on  their  own  terms. 

Rogues  make  the  best  gloomblades, 
but  rangers,  monks,  and  bards  can  cer¬ 
tainly  become  successful  gloomblades  as 
well.  The  martial  classes  stand  to  gain 
more  from  the  deep  avenger  prestige 
class  and  rarely  possess  the  skills  or 
patience  required  to  become 
gloomblades.  Spellcasters  have  little  to 
gain  from  this  class. 

Class  Features 

All  of  the  following  are  class  features  of 
the  gloomblade  prestige  class. 

Weapon  and  Armor  Proficiency: 
Gloomblades  are  proficient  with  all 
simple  and  martial  weapons,  and 
light  armor. 

Sneak  Attack:  A  ist-level  gloomblade 
gains  the  sneak  attack  ability  (see  the 
Rogue  section  in  Chapter  3  of  the 
Players  Handbook )  if  she  does  not 
already  have  it.  She  gains  +id6  damage 
at  1st  level,  and  an  additional  id6  every 
three  levels  thereafter.  If  she  already 
has  the  sneak  attack  ability  from  a  pre¬ 
vious  class,  the  damage  bonuses  stack. 

Drow  Sign  Language  (Ex):  Before 
they  go  on  crusade,  gloomblades  learn 
the  silent  language  of  their  prey.  Using 
these  hand  signals,  a  team  of  Compact 
crusaders  can  communicate  silently  at 
distances  of  up  to  120  feet  as  long  as 
they  can  see  each  other.  Note  that  a 
gloomblade  learns  this  language  without 
spending  skill  points. 

Tremorsense  (Ex):  During  their  train¬ 
ing,  gloomblades  learn  to  pay  attention 
to  subtle  vibrations  and  changes  in  air 
temperature.  As  a  result,  they  are  as 
aware  of  their  immediate  environment  as 
a  spider  in  its  web.  Three  times  per  day, 
the  gloomblade  may  take  a  full-round 
action  to  detect  these  tiny  clues,  gaining 
the  benefits  of  the  tremorsense  special 
quality  for  1  round.  She  automatically 


senses  the  location  of  any  creature 
within  30  feet  that  is  in  contact  with  the 
ground.  This  distance  increases  to  60 
feet  at  8th  level. 

Stonescreen  (Sp):  At  3rd  level,  the 
gloomblade  gains  the  ability  to  take  the 
form  of  a  large  rock  formation,  such  as 
a  boulder  or  a  stalagmite,  as  per  the 
stonescreen  spell  (see  the  Stonescreen 
Spell  Description  sidebar  in  this  article), 
except  that  the  duration  is  one  hour  per 
gloomblade  level.  The  gloomblade  may 
use  this  ability  twice  per  day  at  3rd  level 
and  gains  one  additional  use  of  this  abil¬ 
ity  per  day  at  6th  and  9th  level. 

Immunities  (Ex):  Gloomblades 
undergo  even  more  rigorous  and 
painful  exposure  to  poisons  than  deep 
avengers.  As  a  result,  gloomblades 
gain  immunity  to  all  poisons. 

Ranged  Disarm:  Gloomblades  are 
trained  to  disarm  their  opponents  as 
quickly  as  possible.  At  gth  level,  a 
gloomblade  can  use  ranged  attacks  to 
disarm  opponents  within  30  feet.  Doing 
so  doesn’t  provoke  an  attack  of  opportu¬ 
nity  from  the  defender  unless  a  normal 
ranged  attack  would  (if  the  gloomblade 
and  the  target  are  adjacent,  for 
instance).  Regardless  of  the  ranged 
weapon  the  gloomblade  is  using,  it 
counts  as  a  one-handed,  Medium-size 


IMPROVED  COUNTERSPELL 
[General] 

You  understand  the  nuances  of  magic 
to  such  an  extent  that  you  can  counter 
your  opponents’  spells  with  great  effi¬ 
ciency. 

Benefit:  When  counterspelling, 
instead  of  using  the  exact  spell  you  are 
trying  to  counter,  you  may  use  a  spell 
of  the  same  school  that  is  one  or  more 
levels  higher  than  the  target  spell. 


57 


GRAY  SAGE  ADVANCEMENT 

Class  Base  Fort.  Ref.  Will 
Level  Attack  Save  Save  Save  Special 


Spells/Day 


ist 

2nd 

3rd 

4th 

5th 

6th 

7th 

8th 

9th 

10th 


+2 

+2 

+3 

+3 

+4 

+4 

+5 


+1 

+2 

+2 

+2 

+3 

+3 


+1 

+2 

+2 

+2 

+3 

+3 


+2  Improved  Counterspell, 

handreading  +1  level  of  existing  class 

+3  Blindsight  30  feet  +1  level  of  existing  class 

+3  Improved  silent  spell  2/day  +1  level  of  existing  class 

+4  Improved  spell  penetration  +4  +1  level  of  existing  class 

+4  Greater  Counterspell  +1  level  of  existing  class 

+5  Improved  silent  spell  4/day  +1  level  of  existing  class 

+5  Blindsight  60  feet  +1  level  of  existing  class 

+6  Increased  spell  penetration  +6  +1  level  of  existing  class 

+6  Improved  silent  spell  6/day  +1  level  of  existing  class 

+7  Mordenkainen’s  disjunction  +1  level  of  existing  class 


weapon  for  the  opposed  disarm  check. 
The  gloomblade  cannot  lose  her  own 
weapon  during  such  an  attempt. 

Gray  Sage 

A  gray  sage  is  a  silent,  watchful  figure 
of  terrible  devotion.  These  spellcasters 
give  up  their  lives  in  the  sunlit  world 
and  eventually  sacrifice  their  sight 
to  the  cause  of  war  against  the 
dark  elves. 

Gray  sages  are  trained  in  total  dark¬ 
ness  and  drilled  night  and  day  in  the 
tactics  and  methods  of  their  enemy. 

On  a  crusade,  every  gray  sage  is 
assigned  to  a  squad  of  troopers  as 
magical  support.  Their  role  is  to  pro¬ 
tect  their  squad  against  summoned 
demons  and  vermin,  keep  them  free  of 
the  normal  spells  cast  by  the  drow, 
and  to  maintain  a  cloak  of  illusion  or 
invisibility  around  them.  In  more  dire 
situations,  gray  sages  unleash  powerful 
offensive  magic  on  the  front  lines. 

Gray  sages  are  usually  humans  or 
elves,  and  the  majority  begin  their 
careers  as  wizards  and  sorcerers. 
Clerics  and  druids  also  make  good 
gray  sages.  A  small  number  of  bards 
are  allowed  to  train  as  gray  sages,  but 
these  jacks-of-all-trades  typically  fare 
better  as  gloomblades. 

Class  Features 

All  of  the  following  are  class  features  of 
the  gray  sage  prestige  class. 

Weapon  and  Armor  Proficiency:  Gray 
sages  gain  no  new  proficiency  in  any 
weapon  or  armor. 

Spells  Per  Day:  When  a  new  gray 
sage  level  is  gained,  the  character  gains 
new  spells  per  day  as  if  he  had  also 
gained  a  level  in  a  spellcasting  class  he 
belonged  to  before  adding  the  prestige 


class.  He  does  not,  however,  gain  any 
other  benefit  a  character  of  that  class 
would  have  gained  (improved  chance  of 
controlling  or  rebuking  undead,  metam¬ 
agic  or  item  creation  feats,  and  so  on), 
except  for  an  increased  effective  level 
of  spellcasting.  If  a  character  had  more 
than  one  spellcasting  class  before 
becoming  a  gray  sage,  he  must  decide  to 
which  class  he  adds  the  new  level  for 
purposes  of  determining  spells  per  day. 

Improved  Counterspell:  Gray  sages 
spend  much  of  their  first  year  training 
to  counter  spells  commonly  cast  by 
the  dark  elves.  They  gain  the  Improved 
Counterspell  feat  ( Forgotten  Realms 
Campaign  Setting)  as  a  bonus  feat.  In 
addition,  if  the  target  spell  is  dancing 
lights ,  darkness ,  or  faerie  fire ,  the 
gray  sage  gains  a  +2  bonus  to  his 
Spellcraft  check. 

Handreading  (Ex):  As  part  of  their 
immersion  training,  gray  sages  spend 
months  in  total  darkness  while  they  hone 
their  craft.  One  side  effect  of  this  is  the 
preternatural  ability  to  read  script  with 
the  tips  of  their  fingers.  This  allows  wiz¬ 
ards  to  study  their  spellbooks  without  a 
light  source,  and  allows  all  casters  to  use 
scrolls  in  the  darkness  of  the  drow  king¬ 
doms.  This  does  not  impart  any  ability  to 
read  additional  languages  or  to  decipher 
previously  unreadable  script.  Glyphs  of 
warding  and  other  similar  spells  activate 
normally  when  read  “by  hand.” 

Blindsight  (Ex):  When  a  gray  sage  is 
judged  worthy,  he  is  brought  before  the 
high  council  of  aboleths  and  mind  flayers 
who  dwell  in  the  depths  of  the  academy. 
These  creatures  are  well  disguised  as 
humanoid  magicians,  and  thus,  the  gray 
sage  has  no  reason  to  suspect  that  any¬ 
thing  is  amiss.  The  gray  sage  is  placed 
into  a  trance,  and  then  the  mind  flayers 


GRAY  SAGE  Requirements 

To  qualify  to  become  a  gray  sage,  a 
character  must  fulfill  all  of  the  follow¬ 
ing  criteria. 

Feats:  Blind-Fight,  Silent  Spell,  Spell 
Penetration. 

Spells:  Able  to  cast  any  4th-level 
Conjuration  spell. 

Special:  Must  speak  Undercommon. 

GRAY  SAGE  Class  Skills 

The  gray  sage’s  class  skills  (and  the 
key  ability  for  each  skill)  are: 

Str:  - 
Dex:  - 

Con:  Concentration. 

Int:  Alchemy,  Craft  (any), 

Knowledge  (all  skills,  taken  individually), 
Scry  (exclusive  skill),  Spellcraft. 

Wis:  Intuit  Direction,  Profession. 
Cha:- 

Skill  Points  at  Each  Level:  2  +  Int 
modifier. 


excise  and  cauterize  portions  of  his 
brain.  This  horrific  procedure  leaves  the 
character  completely  blind,  but  with  a 
new  ability  to  sense  the  world  through 
magic  vibrations.  He  suffers  the  effects 
of  blindness,  but  gains  blindsight  with  a 
range  of  30  feet.  This  increases  to  60 
feet  at  7th  level.  The  surgery  has  no 
other  effects,  and  the  characters  memo¬ 
ries  of  the  event  are  mercifully  wiped 
clean  before  he  wakes. 

The  gray  sage  can  be  cured  of  his 
blindness  with  cure  blindness,  heal,  or 
other  powerful  curative  magic. 

However,  such  healing  causes  the  gray 
sage  to  lose  any  blindsight  granted  by 
this  class  and  prevents  further  advance¬ 
ment  as  a  gray  sage. 

Greater  Counterspell  (Ex):  At  5th 
level,  a  gray  sage’s  counterspell  ability 
improves  so  that  when  counter¬ 
spelling,  he  may  use  any  spell  of  the 
same  school  that  is  of  equal  level  to 
the  target  spell.  In  addition,  if  the  tar¬ 
get  spell  is  dancing  lights,  darkness,  or 
faerie  fire,  the  gray  sage  gains  an 
additional  +4  bonus  to  his  Spellcraft 
check.  If  the  target  spell  is  a 
Conjuration  (Summoning)  spell,  the 
gray  sage  gains  a  +2  bonus  to  his 
Spellcraft  check. 

Improved  Spell  Penetration  (Ex):  Gray 
sages  receive  intense  training  on  how  to 
overcome  the  dark  elves’  potent  spell 


58  august  2oo2 


resistance.  As  a  result,  they  gain  a  +4 
bonus  on  caster  level  checks  (id2o  + 
caster  level)  to  beat  a  creatures  spell 
resistance.  This  bonus  does  not  stack 
with  the  bonus  from  the  Spell  Penetration 
or  Greater  Spell  Penetration  ( Forgotten 
Realms  Campaign  Setting)  feats.  At  8th 
level,  this  bonus  increases  to  +6. 

Improved  Silent  Spell  (Su):  Beginning 
at  3rd  level,  the  gray  sage  can  cast  a 
spell  silently  with  no  verbal  components. 
This  ability  is  similar  to  the  Silent  Spell 
feat,  except  that  it  does  not  use  a  spell 
slot  one  level  higher  than  the  spells 
actual  level.  For  example,  the  gray  sage 
could  cast  a  silent  fireball  as  a  3rd-level 
spell  instead  of  a  4th-level  spell.  He  can 
use  this  ability  twice  per  day  at  3rd 
level,  4  times  per  day  at  6th  level,  and  6 
times  per  day  at  9th  level. 

Mordenkainen ’s  Disjunction  (Sp): 
Highly  skilled  and  successful  gray  sages 
catch  the  attention  of  their  aboleth  and 
mind  flayer  instructors.  These  few  stu¬ 
dents  are  taken  aside  for  special  training, 
where  they  learn  to  harness  the  power 
of  their  minds  to  disjoin  magical  effects 
and  magic  items.  Once  per  day,  a  10th- 
level  gray  sage  can  cast  mordenkainen  s 
disjunction  as  a  20th-level  wizard. 

Equipping  the  Troops 

Those  dedicated  to  the  Compact  cru¬ 
sades  have  developed  a  number  of  use¬ 
ful  spells  and  alchemical  and  magic  items 
to  assist  them  in  their  quest  to  rid  the 
world  of  drow.  Most  are  given  to  the 
troops  as  standard  equipment,  but  they 
are  closely  guarded,  and  it  is  rare  for 
the  items  to  be  seen  on  the  open  market. 

Alchemical  Items 

Deepsmoke  Stick:  This  alchemically 
treated  wooden  stick  is  similar  to  a 
smokestick,  except  that  it  has  also 
been  soaked  in  a  foul-smelling  resin 
that  produces  an  oily  smoke  in  a  10- 
foot  cube  when  ignited.  The  smoke  is 
made  up  of  tarry  flecks  and  reflective 
crystals,  and  the  resulting  miasma  is 
so  thick  that  it  blocks  scent  and  even 
blindsight.  The  cloud  has  no  effect  on 
creatures  with  tremorsense.  The  stick 
is  consumed  after  1  round,  and  the 
smoke  dissipates  naturally. 

Flashball:  You  can  throw  this  fist-sized 
sphere  as  a  grenadelike  weapon  (see 
page  138  in  the  Players  Handbook). 

When  a  flashball  strikes  a  hard  surface, 
it  explodes  in  a  flash  of  brilliant  white 
light.  Creatures  within  a  15-foot  radius 


who  suffer  penalties  in  bright  light  suf¬ 
fer  them  for  1  round  after  being 
exposed  to  the  burst  of  light.  In  an  area 
affected  by  the  darkness  spell,  a  flashball 
does  not  work. 


Alchemical  Item 

Cost 

Craft  DC 

Deepsmoke  Stick 

4°gP 

20 

Flashball 

40  gP 

25 

Rockburn  Oil 

5°  gP 

30 

Rockburn  Oil:  This  viscid  green  oil  is 
derived  from  the  corrosive  slime 
secreted  by  delvers.  Rockburn  oil  can  be 
used  as  a  grenadelike  weapon  (see  page 
138  in  the  Players  Handbook ),  dealing 
id4  points  of  damage  to  organic  crea¬ 
tures  or  objects.  Against  metallic  crea¬ 
tures  or  objects,  rockburn  oil  deals  2d4 
points  of  damage,  and  against  stony 
creatures  (including  earth  elementals)  or 
objects  it  deals  4d4  points  of  damage. 

Magic  Weapon  Special  Abilities 

Subterranean:  Subterranean  weapons 
give  their  bearers  an  edge  in  under¬ 
ground  combat,  granting  them  a  +2 
enhancement  bonus  to  attack  and  dam¬ 
age  rolls  when  at  least  30  feet  below  the 
surface.  In  addition,  the  wielder  gains 
darkvision  with  a  range  of  60  feet  as 
long  as  the  weapon  is  in  hand.  When 
held,  the  wielder  of  a  subterranean 
weapon  suffers  from  light  blindness 
(blinded  for  1  round  by  bright  light,  -1  to 
attacks,  saves,  and  checks  when  in  direct 
sunlight  or  the  radius  of  a  daylight  spell) 
for  1  round.  When  a  subterranean 
weapon  is  used  aboveground  or  up  to  29 
feet  below  the  surface,  it  acts  as  a  nor¬ 
mal  weapon,  and  its  magical  properties 
have  no  affect.  Subterranean  weapons 
never  shed  light;  casting  a  light  spell  on  a 
subterranean  weapon  has  no  effect. 

Caster  Level:  5th;  Prerequisites:  Craft 
Magic  Arms  and  Armor,  darkvision; 
Market  Price:  +2  bonus. 

Sunlight:  Sunlight  weapons  are  forged 
to  combat  creatures  of  the  deep  dark. 
Upon  command,  these  weapons  shed 
light  as  a  daylight  spell  within  a  60  foot 
radius  for  up  to  one  hour  per  day. 
Creatures  who  suffer  penalties  in  bright 
light  suffer  them  while  exposed  to  the 
light  shed  by  a  sunlight  weapon.  In  addi¬ 
tion,  these  creatures  suffer  an  additional 
id6  points  of  damage  when  struck  by  an 
activated  sunlight  weapon. 

Caster  Level:  9th;  Prerequisites:  Craft 
Magic  Arms  and  Armor,  daylight,  sun¬ 
burst;  Market  Price:  +1  bonus.  ® 


STONESCREEN 

Transmutation 
Level:  Drd  2,  Rgr  3 
Components:  V,  S,  DF 
Casting  Time:  1  action 
Range:  Personal 
Target:  You 

Duration:  1  hour/level  (D) 

By  means  of  this  spell,  you  are  able 
to  assume  the  form  of  a  tall  stalactite, 
stony  crag,  or  large  boulder.  The 
closest  inspection  cannot  reveal  that 
the  stone  formation  in  question  is 
actually  a  magically  concealed  crea¬ 
ture.  To  all  normal  tests  you  are,  in 
fact,  a  stone  formation,  although  a 
detect  magic  spell  reveals  a  faint 
transmutation  on  the  stone.  While  in 
stone  form,  you  can  observe  all  that 
transpires  around  you  just  as  if  you 
were  in  your  normal  form,  and  your 
hit  points,  saves,  and  class  abilities 
remain  unaffected.  You  gain  a  +10 
natural  armor  bonus  to  AC  but  have 
an  effective  Dexterity  score  of  1.  You 
are  immune  to  critical  hits  while 
inside  the  stonescreen.  All  clothing 
and  gear  carried  or  worn  changes 
with  you. 

You  can  dismiss  stonescreen  as  a 
free  action  (instead  of  as  a  standard 
action). 


FEATS  FOR  DROW-FIGHTERS 

Drow  Slayer  [General] 

Your  enmity  for  the  drow  has  led  you 
to  learn  their  tactics  and  fighting 
styles,  giving  you  an  advantage  when 
fighting  them. 

Prerequisites:  Damage  bonus 
against  drow. 

Benefit:  You  gain  a  +2  insight 
bonus  on  all  saves  against  spells  and 
spell-like  abilities  cast  by  drow. 

Spelunker  [General] 

You  spend  long  amounts  of  time 
exploring  and  studying  caves. 

Prerequisites:  Alertness,  Wis  13+. 

Benefit:  You  gain  a  +2  bonus  on  all 
Search,  Spot,  and  Climb  checks  made 
in  natural  caverns  and  tunnels.  Note 
that  these  bonuses  do  not  apply  in 
worked  stone  or  masonry  structures. 
The  bonuses  from  this  feat  stack  with 
those  from  the  Alertness  feat. 


60  august  2oo2 


-  V-  62  august  2oo2 


SHADES  OF 


NECROMANCER  CLASS  COMBINATIONS 

by  Wade  Nudson  •  illustrated  by  Peter  Bergting 


To  many,  the  word  necromancy 
evokes  images  of  shrouded  dread 
and  undead  terrors.  These 
assumptions  help  to  propagate  the 
common  perception  of  necromancers 
as  evil  beings  who  animate  soulless 
creatures,  robbing  them  of  an  afterlife 
for  purely  selfish  reasons.  Some  say 
Necromancy  is  the  vilest  of  the  black 
arts,  the  darkest  of  all  the  magical 
schools,  and  that  to  even  think  about  it 
is  to  be  tempted  to  wickedness.  In  truth, 
Necromancy  is  no  more  dangerous 
than  any  other  school  of  magic.  It 
focuses  on  the  study  of  death  and  the 
forces  that  can  hold  a  soul  in  immortal 
balance,  caught  in  perpetual  undeath. 

Necromancers  are  adept  at  manipulat¬ 
ing  these  forces  and  relationships,  and 
many  learn  to  create  or  control  undead 
creatures.  Each  necromancer  must 
decide  how  he  wants  to  use  his  powers. 
Does  he  raise  undead  armies  to  guard 
his  tower,  to  set  upon  his  enemies,  and 
to  hunt  wayward  travelers?  Or  does  he 
respect  the  wishes  of  the  dead,  allowing 
them  to  complete  unfinished  tasks  in 
return  for  protection  and  aid?  Does  he 
use  his  powers  to  further  his  own 
twisted  ambitions,  or  does  he  use  them 
to  help  those  on  both  sides  of  the  cur¬ 
tain  of  life  who  are  in  need? 

The  Black  Path 

In  the  eyes  of  most,  Necromancy  is  evil, 
and  many  who  call  themselves  necro¬ 
mancers  are  indeed  selfish  and  corrupt. 
These  necromancers  have  no  compunc¬ 
tion  about  the  wills  or  wishes  of 
departed  souls  and  would  gladly  bind  a 
family  members  spirit  to  a  spittoon  if  it 
suited  their  needs.  Evil  necromancers 
are  renowned  for  sending  forth  undead 


to  conquer  and  pillage,  for  reanimating 
and  twisting  the  heroes  sent  to  bring 
them  down,  and  for  infesting  the  mazes 
below  their  fortresses  with  flesh-hungry 
horrors.  They  generally  care  nothing  for 
the  undead  servants  they  create,  know¬ 
ing  that  creating  another  such  servant  is 
but  a  corpse  away. 

Lawful  Evil:  No  doubt  the  most  dan¬ 
gerous  and  sinister  of  all  necro¬ 
mancers,  these  villains  have  a  plan. 
Their  control  over  the  undead  is  a  tool 
that  they  use  to  terrorize  the  societies 
unlucky  enough  to  be  near  them.  They 
can  wait  patiently  for  decades,  watching 
their  foes  perish  only  to  raise  them  up 
again  and  send  them  against  their  own 
children.  They  create  undead  from 
defeated  enemies,  sending  these  min¬ 
ions  to  attack  the  source  of  such 
resistance  as  examples  of  the  strength 
and  power  of  Necromancy.  Lawful  evil 
necromancers  use  their  undead  as  tools 
to  accomplish  their  goals.  Of  the  evil 
necromancers,  these  foul  creatures  are 
most  likely  to  work  together,  as  long  as 
the  pecking  order  is  clearly  established. 
Apprentices  would  do  well  to  train 
under  such  a  master. 

Neutral  Evil:  Where  lawful  evil  necro¬ 
mancers  use  methodical  plans  and  cun¬ 
ning,  neutral  evil  necromancers  use  their 
powers  to  fulfill  selfish  goals,  taking  a 
far  less  pragmatic  or  long-term  view.  Of 
course,  selfish  isn’t  sloppy,  and  neutral 
evil  necromancers  are  careful  and  pre¬ 
cise  in  the  practice  of  their  art.  Their 
goals  are  primarily  their  own,  not  that  of 
some  society  or  group,  and  only  rarely 
might  such  a  necromancer  work  with 
others  of  his  kind.  Neutral  evil  necro¬ 
mancers  do  not  announce  themselves  to 
neighboring  villages  by  sending  ranks  of 


skeletons  to  invade.  Rather,  they  enter 
themselves,  covered  by  pitch-black 
cloaks,  moving  swiftly  and  silently 
through  the  populace.  A  single  undead, 
hidden  in  a  closet,  can  be  used  like  a 
precision  instrument,  striking  at 
exactly  the  right  moment  and  then 
crumbling  to  dust.  This  is  the  mark  of 
a  master  artisan. 

Chaotic  Evil:  Chaotic  evil  necro¬ 
mancers  use  the  aura  of  fear  surround¬ 
ing  their  art  to  intimidate  and  bully  their 
way  to  the  top  of  the  food  chain. 
Typically  lazy,  these  necromancers  have 
found  that  power  corrupts,  and  absolute 
power  attracts  the  corruptible.  Why 
bother  negotiating  with  intruders  when 
you  can  send  an  undead  horde  against 
them?  Why  wait  until  your  next  experi¬ 
ment  is  dead  before  you  begin?  “Almost 
dead”  is  good  enough.  The  henchmen  of 
the  chaotic  evil  necromancer  frequently 
find  themselves  filling  the  ranks  of  the 
adjutant  skeletons  and  zombies  lurching 
about  the  halls.  It  does  not  bode  well  to 
make  a  mistake  when  serving  such  a 
master.  Chaotic  evil  necromancers  also 
use  their  undead  as  tools,  but  “the  right 
tool  for  the  job”  makes  no  sense  to  them. 
They’d  use  a  sledgehammer  to  fix  a 
crack  in  a  crystal  ball.  Bigger  and  more 
powerful  undead  are  always  better. 

The  Gray  Path 

Neutral  necromancers  have  stranger 
views  than  evil  ones,  but  they  at  least 
have  goals  that  most  civilized  folk  can 
appreciate.  Neutral  necromancers  gen¬ 
erally  see  themselves  as  pragmatists. 
They  are  capable  of  acts  that  seem 
unspeakably  evil,  but  once  you  exam¬ 
ine  the  causes,  you  see  that  such  acts 
are  just  and  equitable,  if  perhaps  a  bit 


63 


cold-hearted.  Neutral  necromancers 
understand  that  death  and  decay  are  as 
much  parts  of  life  as  birth  and  growth. 
They  understand  that  for  life  to  flour¬ 
ish,  limbs  must  be  cut,  herds  must  be 
thinned,  and  corpses  must  rot  to  pro¬ 
vide  nourishment  for  the  fungus  under¬ 
neath.  The  undead  have  a  no  more 
strange  or  different  existence  than  the 
living  or  dead.  Each  has  a  purpose  to 
serve,  and  the  neutral  necromancer 
only  seeks  to  facilitate  the  relationships 
between  life  and  death. 

Lawful  Neutral:  Lawful  neutral  necro¬ 
mancers  adhere  to  strict  rules  about 
raising  undead  creatures.  Sometimes  this 
code  is  imprinted  upon  them  by  their 
cultural  norms,  but  lawful  neutral  necro¬ 
mancers  must  sometimes  choose  not  to 
cling  to  societal  norms  as  a  whole, 
knowing  what  they  do  is  necessary,  but 
understanding  their  art  is  not  widely 
accepted.  Within  their  science,  they  have 
their  own  ethical  code  that  supports 
them  and  gives  them  direction.  Some 
only  deal  in  the  corpses  of  criminals, 
others  only  in  the  bodies  of  fallen  foes. 
Whatever  the  code,  the  undead  created 
or  controlled  serve  the  lawful  neutral 
necromancer  unfailingly,  or  they  are 
instantly  destroyed.  The  lawful  neutral 
necromancer  abhors  seeing  unfettered 
undead,  knowing  well  the  damage  they 
are  capable  of.  If  he  cannot  bring  them 
under  his  control,  he  will  do  what  he  can 
to  destroy  them. 

True  Neutral:  True  neutral  necro¬ 
mancers  fully  commit  themselves  to 
neutrality.  They  have  no  other  choice. 
The  temptations  of  the  strength  and 
power  their  abilities  could  bring  them 
are  balanced  against  the  desire  to  stand 
true  against  extremism  and  prejudices  of 
folk  ignorant  of  their  careful  path. 
Choosing  to  study  the  necromantic  arts, 
the  neutral  necromancer  willingly  places 
himself  on  a  narrow  line  between  evil 
manipulation  of  negative  energies  and 
the  church-funded  fanatics  who  seek  out 
and  slay  anything  with  even  a  hint  of 
evil  taint  attached  to  it.  It  is  perhaps  the 
true  neutral  necromancers  who  best 
understand  that  knowledge  is  a  tool, 
nothing  more  and  nothing  less. 

Chaotic  Neutral:  Some  study  the 
necromantic  arts  as  a  means  to  power, 
some  study  the  arts  to  better  battle  evil 
undead,  working  to  destroy  or  control 
unfettered  walking  corpses,  and  some 
study  the  necromantic  arts  because  they 
think  it  might  be  fun.  Chaotic  neutral 


necromancers  see  their  power  as  a  path 
to  liberation;  easy  labor  you  don’t  have 
to  pay  or  feed.  They  create  undead  on  a 
whim,  and  once  the  immediate  goal  has 
been  achieved,  they  either  destroy, 
entomb,  or  free  their  minions  as  they 
see  fit.  They  have  no  attachment  to  soci¬ 
eties  or  organizations,  and  they  rarely 
link  themselves  to  a  single  tower  or  lab¬ 
oratory.  The  nomads  of  the  art,  these 
spellcasters  are  the  ones  most  often 
responsible  for  the  single  errant  skele¬ 
tons  wandering  through  deserted  fields 
or  forests;  a  necromancer  needed  a  hole 
dug,  and  then  set  the  skeleton  loose 
once  the  work  was  done. 

The  White  Path 

Without  a  doubt  the  most  unusual  spell- 
casters,  good  necromancers  are  very 
few  and  far  between.  They  live  apart 
from  more  mundane  societies,  knowing 
that  only  a  few  people  can  grasp  the 
complexities  of  the  necromantic  arts 
enough  to  see  beyond  their  capability 
for  evil.  Good  necromancers  prepare 
spells  to  heal  their  undead  allies,  and 
they  often  spend  enough  time  with  intel¬ 
ligent  individual  undead  creatures  to  get 
to  know  them.  They  never  use  undead 
simply  as  expendable  shock  troops  or 
walking  trap  detectors.  As  rare  as  good 
necromancers  are,  rarer  still  are  the 
ones  who  don’t  wince  a  bit  when  one  of 
their  creations  falls. 

Other  good  necromancers  study  the 
art  as  a  part  of  the  “know  thy  enemy” 
philosophy.  These  are  the  ones  who  are 
near  fanatical  in  their  need  to  seek  out 
and  destroy  the  evil  necromancers  who 
abuse  their  powers.  They  fight  fire  with 
fire  to  bring  evil  to  its  knees. 

Lawful  Good:  Lawful  good  necro¬ 
mancers  are  usually  militant,  dedicated 
to  stamping  out  those  who  use 
Necromancy  for  evil  deeds.  Rather  than 
count  on  a  vast  horde  of  lowly  skeletons, 
they  create  a  few  undead  troops, 
empowered  by  as  many  spells  and 
enhancements  as  they  are  capable  of 
casting.  These  spellcasters  move  with 
their  undead  allies,  bolstering  and  sup¬ 
porting  the  creatures  with  spells  and 
items.  The  undead  of  a  lawful  good 
necromancer  are  often  organized  in  mili¬ 
tary-like  groups,  with  commanders 
reporting  to  the  necromancer  and  relay¬ 
ing  orders  to  the  lower  level  adjutants. 

Neutral  Good:  Neutral  good  necro¬ 
mancers  range  from  comical  to  insane. 
They  often  employ  undead  servants  for 


mundane  tasks,  such  as  chopping  wood 
or  hauling  goods.  Neutral  good  necro¬ 
mancers  realize  that  many  of  the  physi¬ 
cal  hardships  that  the  living  must  suffer 
through  can  be  done  easily  with  undead 
workers,  and  they  often  forget  or  ignore 
the  many  unpleasant  attributes  of 
undead.  Digging  latrines,  dredging 
swamps,  hauling  massive  stone  blocks 
for  the  temple,  all  are  jobs  that  can  be 
done  swiftly  and  easily  with  the  proper 
work  force.  Neutral  good  necromancers 
aren’t  afraid  to  send  their  minions  into 
battle,  as  long  as  it  is  in  order  to  help 
out  someone  in  need.  They  don’t  go 
looking  for  trouble,  but  they  don’t  mind 
settling  it.  They  view  undead  as  tools 
and  resources. 

Chaotic  Good:  Chaotic  good  necro¬ 
mancers  are  the  ones  most  likely  to 
treat  their  undead  as  boon  companions. 
Treating  their  creations  with  fairness 
and  equality,  they  form  a  band  of  well- 
trained,  well-behaved  undead  adventur¬ 
ers.  Only  a  few  bands  such  as  this  have 
ever  existed,  but  the  benefits  of 
undeath  cannot  be  overestimated  when 
you  are  hunting  down  vampires, 
medusae,  or  other  powerful  monsters. 
Undead  following  the  tutelage  of  chaotic 
good  necromancers  have,  from  time  to 
time,  branched  out  to  fight  evil  on  their 
own,  merging  with  evil  hordes  and 
destroying  them  from  the  inside.  These 
close-knit  groups  of  intelligent  undead 
surrounding  chaotic  good  necromancers 
are  truly  a  force  to  be  reckoned  with. 

NEW  FEATS 

Necromancers  focus  their  time  and 
energy  on  the  study  of  their  magic.  As 
such,  they  uncover  uncommon  abilities 
that  set  them  apart  from  other  spell 
casters.  These  spells  and  feats  grant 
them  unparalleled  power  in  their  cho¬ 
sen  school,  though  often  at  the  cost  of 
lessened  power  in  other  magic 
schools.  Some  are  reviled  as  evil 
incarnate  for  what  they  can  do;  others 
are  praised  as  saviors.  Still  others 
walk  among  us,  plot  among  us,  and 
even  choose  from  among  us  who  to 
gift  or  burden  with  undeath. 

Animation  Mastery  [General] 

Your  animations  are  exceptionally 
powerful. 

Prerequisites:  Improved  Animation, 
Desecrated  Animation,  Spell  Focus 
(Necromancy),  12+  ranks  in  Knowledge 
(religion). 


64  august  2oo2 


Benefits:  Undead  you  create  using 
animate  dead  or  the  create  undead  spells 
gain  maximum  hit  points  and  an  addi¬ 
tional  +2  turn  resistance. 

Desecrated  Animation  [General] 

Your  animations  are  especially  resistant 
to  turning  attempts. 

Prerequisites:  Ability  to  cast  desecrate, 
5+  ranks  in  Knowledge  (religion) 

Benefits:  Undead  creatures  you  cre¬ 
ate  using  animate  dead  or  the  create 
undead  spells  gain  +2  turn  resistance. 

Improved  Animation  [General] 

Your  undead  animations  are  unusually 
powerful. 

Prerequisites:  Spellcaster  level  6th+, 
5+  ranks  in  Knowledge  (religion) 

Benefits:  Undead  you  create  using 
animate  dead  or  the  create  undead  spells 
gain  an  additional  Hit  Die  and  a  +1  com¬ 
petence  bonus  to  attack  and  damage 
rolls. 

Note:  Undead  do  not  gain  an  increase 
in  size  due  to  the  increased  Hit  Dice 
from  this  feat. 

Undead  Legion  [General] 

You  can  control  more  undead  than 
normal. 


Prerequisites:  Cha  13+,  5+  ranks  in 
Knowledge  (religion) 

Benefit:  You  can  create  and  control 
an  additional  4  Hit  Dice  of  undead  crea¬ 
tures  when  casting  the  spell  animate 
dead.  If  you  are  a  cleric  attempting  to 
command  undead  by  virtue  of  a  turning 
check,  you  can  control  an  additional  2 
Hit  Dice  worth  of  undead  creatures. 
Also,  as  a  cleric  who  is  attempting  to 
control  a  single  undead  creature  with 
more  Hit  Dice  than  you  have  levels,  you 
may  control  a  creature  with  2  Hit  Dice 
more  than  your  cleric  level  without  con¬ 
centrating  continuously. 

Normal:  Using  animate  dead,  you  can 
control  only  2  Hit  Dice  worth  of  crea¬ 
tures  per  caster  level.  As  a  cleric  using 
your  control  undead  ability,  you  can 
only  control  any  number  of  undead 
whose  total  Hit  Dice  do  not  exceed  your 
level. 

Greater  Undead  Legion 
[General] 

You  can  control  even  greater  numbers 
of  undead. 

Prerequisites:  Cha  15+,  10+  ranks  in 
Knowledge  (religion),  Undead  Legion 
Benefit:  You  can  create  and  control 
an  additional  8  Hit  Dice  of  undead 


creatures  when  casting  the  spell  ani¬ 
mate  dead.  If  you  are  a  cleric  attempt¬ 
ing  to  command  undead  by  virtue  of  a 
turning  check,  you  can  control  an 
additional  4  Hit  Dice  worth  of  undead 
creatures.  Also,  as  a  cleric  who  is 
attempting  to  command  a  single 
undead  creature  with  more  Hit  Dice 
than  you  have  levels,  you  may  control 
a  creature  with  4  more  Hit  Dice  than 
your  cleric  level  without  concentrating 
continuously. 

Special:  The  effects  of  this  feat 
replace  (and  do  not  stack  with)  those 
of  Undead  Legion. 

CLASS  COMBOS 

The  following  class  concepts  show  how 
the  necromancer  (specialist  wizard) 
class  can  be  combined  with  other 
classes  to  portray  diverse  characters. 
Just  from  the  brief  discussion  of 
alignments  early  in  the  article,  you  can 
tell  that  there  are  a  tremendous  num¬ 
ber  of  other  possibilities.  If  you  create 
a  great  new  necromancer  character 
concept  (whether  it’s  a  new  class 
combo  or  not),  be  sure  to  share  your 
ideas  on  the  Dragon  message  boards 
at  www.wizards.com. 


Order  Back  Issues  Online! 


Hundreds  of  issues  available 


'3*SRECT£CULkR  D&  DAD  VENTURES 


Get  'em  before  they're 
gone  forever! 


Ourtqffum.  &  Dragons,  [Xingeon  Mas-tv,  Dragon,  Dungeon,  and  Pcilyhp*drian  aorntgisterod  trademarks  0+  Wizards  of  Coast, 
*nc..  a  subsidiary  of  Hasbro, Jnc.,  and  are  used  bv  Publis’iiiwj  under  license. 


PALE  COMMANDER 


The  pale  commander  mixes  martial 
prowess  with  arcane  Necromancy,  pro¬ 
ducing  a  fighter  who  is  more  than  willing 
to  lead  her  team  of  undead  minions  into 
battle.  The  pale  commanders  greatest 
strength  is  her  ability  to  raise  new 
troops  after  any  battle.  This  continuous 
supply  of  troops  makes  the  pale  com¬ 
mander  a  tenacious  opponent. 

Character  Choices 

Pale  commanders  combine  the  fighter 
and  wizard  classes  with  the  spellsword 
and  pale  master  prestige  classes  (both 
from  Tome  and  Blood),  and  their  level 
progression  typically  follows  one  path 
at  a  time.  Most  of  their  training  is 
devoted  to  their  studies  as  a  wizard 
and  pale  master. 

Since  they  never  gain  more  than  two 
skill  points  per  level  during  any  of  their 
training,  and  because  their  skills  don’t 
overlap  until  they  begin  taking  levels  of 
spellsword  and  pale  master,  only  pale 
commanders  with  the  intelligence  to 
concentrate  simultaneously  on  several 
fields  of  study  have  the  aptitude  to 
become  pale  commanders.  Once  they 
begin  their  training  as  spellcasters,  pale 
commanders  begin  taking  ranks  in 
Concentration,  Knowledge  (arcana), 
Knowledge  (religion)  and  Spellcraft.  This 
allows  them  to  fulfill  the  requirements  of 
their  prestige  classes  as  early  as  possi¬ 
ble,  while  also  giving  them  access  to  the 
more  advanced  necromantic  feats. 

Pale  commanders  need  to  take  the 
Skill  Focus  (Knowledge  [religion])  feat 
before  10th  level  in  order  to  qualify  for 
the  pale  master  prestige  class.  Other 
feats  often  taken  by  pale  commanders 
include  Combat  Casting  and  Spell  Focus 
(Necromancy).  Pale  commanders  tend  to 
focus  on  Necromancy,  and  most  become 
specialist  necromancers. 

At  lower  levels,  pale  commanders 
often  use  enchanted  mithral  shirts  or 
elven  chain,  foregoing  their  bonemail 
and  relying  on  their  ability  to  ignore 
arcane  spell  failures.  They  use  their  spell 
channel  I  ability  to  lash  out  with  chill 
touch,  damaging  their  enemies  and  heal¬ 
ing  their  undead  minions.  Pale  command¬ 
ers  often  choose  the  weakening  and 
destructive  touch  attacks  for  the  graft 
ability  they  gain  as  pale  masters,  finding 
that  these  two  touch  attacks  make  them 
even  more  formidable  in  melee  combat. 


PALE  COMMANDER  STRENGTHS  AND  WEAKNESSES 

(Compared  to  the  single-classed  wizard) 

Advantages 

Disadvantages 

More  hit  points 

Slower  spell  progression 

Armor  and  weapon  proficiencies 

Can’t  cast  highest-level  spells 

Two  bonus  fighter  feats 

Fewer  wizard  bonus  feats 

Better  base  attack 

Weaker  familiar 

Better  Fortitude  saves 

Less  able  to  penetrate  spell  resistance 

No  spell  failure  (spellsword) 

Less  damaging  offensive  spells 

Prestige  class  abilities 

Shorter  spell  durations  on  most  spells 

PALE  COMMANDER  ADVANCEMENT 

CharacterClass 

Base 

Abilities 

Level  Level 

Attack 

Fort/Ref/Will 

Gained 

1 

Ftr  1 

+1 

+2/+0/+0 

Martial  weapons  proficiency, 
bonus  fighter  feat 

2 

Ftr  2 

+2 

+3/+0/+0 

Bonus  fighter  feat 

3 

Ftr  2/Wiz  1 

+2 

+3/+0/+2 

Feat,  Scribe  Scrolls  feat,  0- 
and  ist-level  spells,  familiar 

4 

Ftr  2/Wiz  2 

+3 

+3/+0/+3 

Ability  bonus 

5 

Ftr  2/Wiz  3 

+3 

+4/+1/+3 

2nd-level  spells 

6 

Ftr  2/Wiz  4 

+4 

+4/+1/+4 

Feat 

7 

Ftr  2/Wiz  5 

+4 

+4/+1/+4 

Bonus  wizard  feat,  3rd-level 
spells 

8 

Ftr  2/Wiz  5/ 
SpISwd  1 

+4 

+6/+1/+6 

Ability  bonus,  channel  spell  1 

9 

Ftr  2/Wiz  5/ 
SpISwd  2 

+5 

+7/ +1/ +7 

Feat,  ignore  spell  failure  10% 

10 

Ftr  2/  Wiz  5/ 
SpISwd  3 

+6/+1 

+7A2/+7 

Ignore  spell  failure  15% 

ii 

Ftr  2/  Wiz5/ 
SpISwd  3/PM  1 

+6/+1 

+9/ +2/ +9 

Bonemail  +2,  4th-level  spells 

12 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  2 

CM 

+ 

N 

+ 

+10/+2/+10 

Feat,  ability  bonus,  animate  dead 

13 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  3 

+7/ +2 

+10/+3/+10 

Darkvision 

14 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  4 

CO 

+ 

CO 

+ 

+ 

CO 

+ 

Summon  undead,  bonemail  +4 

'5 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  5 

CO 

+ 

00 

+ 

+ 

00 

+ 

Feat,  deathless  vigor, 

5th-level  spells 

16 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  6 

+9A4 

+12/+4/+12 

Ability  bonus,  undead  graft 

17 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  7 

+g/+4 

+12/+4/+12 

Tough  as  bone 

18 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  8 

+10/+5 

+i3/+4/+i3 

Feat,  graft  upgrade,  bonemail  +6 

19 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  9 

+10/+5 

+13/  +5/ +13 

Summon  greater  undead, 

6th-level  spells 

20 

Ftr  2/Wiz  5/ 
SpISwd  3/PM  10 

+11/+6/+1 

+14/+5/+14 

Ability  bonus,  deathless  mastery 

66  august  2oo2 


SAVAGE  SHAMAN 


The  savage  shaman  rises  from  the 
ranks  of  barbarian  tribes  and 
humanoid  hordes  as  one  who  is 
attuned  to  the  movements  and  wills  of 
his  ancestors.  He  is  trained  as  a 
shaman,  mixing  mystical  learning  with 
the  physical  skills  and  prowess  of  his 
people.  Once  he  has  a  full  command  of 
the  spells  and  skills  necessary,  he  is 
introduced  to  his  ancestral  spirits.  He 
learns  to  call  upon  them  as  he  leads 
his  people  into  battle.  His  physical 
skills,  divine  spells,  and  the  support  of 
his  angry  forefathers  make  him  a  fear¬ 
some  opponent. 

Savage  shamans  quickly  rise  to 
positions  of  leadership  within  their 
clans.  Their  strength  and  power  leaves 
little  room  for  dissension. 


SAVAGE  SHAMAN  STRENGTHS  AND  WEAKNESSES 


(Compared  to  the  single-classed  cleric) 


Advantages 

More  hit  points  (on  average) 
Better  base  attack  bonus 
Better  Fortitude  saves 
Martial  weapon  proficiency 
Rage  and  uncanny  dodge 
Master  of  shrouds  class  abilities 
Warpriest  class  abilities 


Disadvantages 

Slower  spell  progression 

Does  not  gain  most  powerful  spells 

Less  effective  turn  (or  rebuke)  undead  ability 

Heavy  armor  negates  barbarian  speed 

Less  able  to  penetrate  spell  resistance 

Less  damaging  offensive  spells 

Shorter  spell  durations 


SAVAGE  SHAMAN  ADVANCEMENT 


Character  Choices 

Character  Class 

Base 

Abilities 

The  savage  shaman  usually  chooses 

Level 

Level 

Attack 

Fort/Ref/Will 

Gained 

the  Death  and  Destruction  domains 

1 

Brb  1 

+1 

+2/+0/+0 

Weapon  and  armor  prof., 

and  opts  to  channel  negative  energy, 

rage  i/day,  fast  movement 

thus,  most  are  evil  or  at  least  neutral. 

2 

Brb  1/  Clr  1 

+1 

+4/+0/+2 

ist-level  spells,  turning 

They  often  pick  combat  spells,  knowing 

3 

Brb  1/  Clr  2 

+2 

+5A0A3 

Feat 

they  can  use  their  spontaneous  casting 

4 

Brb  1/  Clr  3 

+3 

+5/ +1/ +3 

Ability  increase, 

ability  to  cast  inflict  wounds  spells  to 

2nd-level  spells 

aid  their  undead  companions  in  battle. 

5 

Brb  2/  Clr  3 

+4 

+6/+1/+3 

Uncanny  dodge 

They  generally  keep  their  ranks  in 

6 

Brb  2/  Clr  4 

+5 

+7/+1/+4 

Feat 

Concentration  and  Spellcraft  high, 

7 

Brb  2/  Clr  5 

+5 

+7/+1/+4 

3rd-level  spells 

while  spending  enough  skill  points  on 

8 

Brb  3/  Clr  5 

+6/+1 

+7A2/+5 

Ability  increase 

Knowledge  (religion)  to  keep  their 

9 

Brb  3/  Clr  5/ 

CNJ 

+ 

N 

+ 

+7A2/+7 

Feat,  Extra  Turning 

ancestors  compliant.  When  they  join 

MShrd  1 

the  warpriest  prestige  class,  they  opt 

10 

Brb  3/  Clr  5/ 

CO 

+ 

00 

+ 

+7A2/+8 

4th-level  spells 

for  the  domination  domain. 

MShrd  2 

Savage  shamans  often  take  advan¬ 

11 

Brb  3/  Clr  5/ 

+9A4 

+8A3A8 

summon  undead  I 

tage  of  necromantic  feats  (see  the  new 

MShrd  3 

feats  described  earlier  in  this  article) 

12 

Brb  3/ Clr  5/ 

+10/+5 

+8A3/+9 

Feat,  ability  increase, 

to  help  bolster  and  support  the  spirits 

MShrd  4 

5th-level  spells 

they  summon  and  undead  they  create. 

13 

Brb  3/ Clr  5/ 

+11/+6/+1 

+10A3A9 

Prestige  domain,  rally 

Common  feats  for  the  savage  shaman 

MShrd  4/  WP  1 

include  Improved  Undead  Command, 

14 

Brb  3/Clr  5/ 

+12/+7/+2 

+10A3A9 

summon  undead  II 

Greater  Undead  Command,  or 

MShrd  5/  WP  1 

Improved  Animation. 

'5 

Brb  3/  Clr  5/ 

+13/+8/+3 

+11/+4/+10 

Feat,  6th-level  spells 

In  order  to  gain  access  to  the  war¬ 

MShrd  6/  WP  1 

priest  prestige  class,  savage  shamans 

16 

Brb  3/  Clr  5/ 

+14/+9/+4 

+11/+4/+10 

Ability  increase, 

need  to  take  the  Leadership  feat  and 

MShrd  7/  WP  1 

summon  undead  Hi 

Combat  Casting  feat  before  gaining 

17 

Brb  3/  Clr  5/ 

+t5/+io/+5 

+11/+4/+11 

7th-level  spells 

15th  level. 

MShrd  8/  WP  1 

The  savage  shaman  career  path 

18 

Brb  3/  CLr  5/ 

+  l6/+1l/+6/+1 

+12/+4/+11 

Feat,  inflame 

combines  the  barbarian/cleric  combi¬ 

MShrd  8/  WP  2 

nation  with  the  master  of  shrouds  and 

19 

Brb  3/  Clr  5/ 

+  I7/+I2/+7/+2 

+13A5A11 

8th-level  spells 

warpriest  prestige  classes  (both  from 

MShrd  9/  WP  2 

Defenders  of  the  Faith).  ^ 

20 

Brb  3/  Clr  5/ 

+  18/+I3/+8/+3 

+13A5A12 

Ability  increase, 

MShrd  to/  WP  2 

summon  undead  IV 

68  august  2oo2 


Issue  Number  Fourteen  •  Reaping,  592  cy 


A  Publication  of  the  RPGA  Network 
Editor:  Erik  Mona  •  Campaign  Director:  Stephen  Radney-MacFarland 

Enlightenment  can  penetrate  even  the  helm  of  iron — Cuthbertine  proverb 


CAMPAIGN  NEWS 


News  from  the  Top 
Our  bi-monthly  round-up  of  RPGA 
Network  news  and  information  usually 
appears  in  Polyhedron ,  our  sister  publi¬ 
cation.  This  month,  however,  we’ve  got 
very  important  news  that  simply  can’t 
wait  for  the  next  Polyhedron .  I  apologize 
for  interrupting  your  regularly  sched¬ 
uled  Living  Greyhawk  Campaign  News , 
but  I  trust  you’ll  agree  that  the  following 
information  is  worth  it. 

So  what  could  be  so  important? 

In  our  bid  to  continue  to  offer  better 
games  for  more  members,  the  RPGA  has 
dropped  ALL  membership  fees  as  of  the 
time  you  read  this.  For  those  of  you 
now  leaping  around  looking  for  the  tele¬ 
phone  number  of  HQ  as  you  just  paid 
us  renewal  money,  I  ask  you  to  first 
please  read  on,  as  I  suspect  you’ll  like 
what  I  have  to  say. 

To  address  and  thank  those  members 
who  have  joined,  renewed,  or  have 
multi-year  memberships,  we  are  work¬ 
ing  with  Chessex,  a  leading  manufac¬ 
turer  of  gaming  aids  and  accessories,  to 
develop  an  RPGA  Network  member- 
exclusive  vinyl  Battlemat  that  will  be 
sent  free  of  charge  to  all  RPGA 
Network  members  who  joined  prior  to 
July  i,  2002. 

Measuring  23  1/2  in.  by  26  in.,  the 
new  RPGA  Battlemats  feature  a  one- 
inch  square  grid  suitable  for  Dungeons 
ct  Dragons  miniature  play.  The 
Battlemats  will  be  available  for  collection 


at  both  the  US  and  UK  Gen  Cons. 
Thereafter,  we  will  mail  all  remaining 
qualifying  members  their  Battlemats  at 
absolutely  no  charge. 

Is  that  the  only  good  news? 

Not  hardly. 

I  promised  in  Polyhedron  #151  that  I 
would  release  additional  information 
regarding  our  brand-new  DM  Training 
program  as  that  program  was  devel¬ 
oped.  I’m  pleased  to  inform  you  that 
stage  one  of  that  program  will  be  live 
by  the  time  you  read  this.  I’d  like  to 
offer  a  huge  thanks  to  all  those  who 
have  contributed  to  setting  up  this 
important  initiative  in  such  a  short 
period  of  time. 

The  entry  level  in  the  new  DM  pro¬ 
gram  is  known  as  Herald  level.  To  qual¬ 
ify  as  a  Herald-level  DM,  new  members 
must  pass  a  simple  test  of  basic  table 
managment  skills  administered  via  the 
rpga.com  website. 

This  and  future  tests  for  higher  judge 
levels  have  been  designed  to  help  DMs 
deal  with  situations  that  occasionally 
arise  during  Network-sanctioned  games 
(what  to  do  when  a  player  cheats,  when 
a  die  rolls  off  the  table,  or  even  when  a 
player  falls  asleep!).  The  entry-level 
Herald  test  is  available  now.  New  mem¬ 
bers  must  take  the  test  to  qualify  to 
order  RPGA  scenarios,  including  Living 
Greyhawk  adventures. 

Current  members  in  good  standing 
retain  their  existing  judge  ranking  (and 


the  ability  to  order  scenarios).  Once 
we’ve  rolled  out  the  complete  program, 
higher  level  judges  might  have  to  sus¬ 
tain  their  current  ranking  through  par¬ 
ticipation  and/or  additional  tests,  but 
that’s  a  ways  off. 

Members  who  joined  prior  to  July 
1st,  2002  but  who  do  not  have  an  exist¬ 
ing  judge  rating  may  continue  to  order 
scenarios  as  normal.  Once  the  full  pro¬ 
gram  is  in  swing,  however,  such  mem¬ 
bers  will  be  required  to  maintain  a  DM 
rank  at  the  minimum  level  to  retain 
that  ability. 

We’re  initiating  this  new  program 
because  we  feel  it  will  improve  the  play 
experience  of  all  RPGA  members  by 
giving  Network  DMs  a  common  set  of 
“best  practices.”  In  doing  so,  we  hope  to 
create  a  corps  of  superb  Dungeon 
Masters.  Give  it  a  little  time,  and  we’re 
certain  you’ll  agree. 

For  now,  may  the  goddess  Tymora 
[or  in  this  case,  Rudd-ed.]  shine  upon 
d20S  everywhere. 

Ian  Richards 

Worldwide  RPGA  Director 
ianr@wizards.com 

Gen  Con  UK  to  Host 
Special  Events 
The  RPGA  Network  is  happy  to 
announce  that  this  year’s  Gen  Con  UK, 
taking  place  August  29  to  September  1 
at  the  Olympia  2  in  London,  will  feature 


7o  august  2oo2 


both  a  Living  Greyhawk  Open  Regional 
Slot,  and  the  special  Isle  of  Woe  event 
set  to  debut  at  this  years  Origins  Game 
Expo  about  the  time  you  read  this. 

The  Living  Greyhawk  Open  Regional 
slot  premiered  at  Winter  Fantasy  2002, 
where  hundreds  of  Living  Greyhawk 
players  sunk  their  teeth  into  a  single 
slot  of  Regional  adventures  from 
across  the  states  and  around  the  world 
run  by  Dungeon  Masters  from  those 
home  regions. 

Now,  it’s  Europe’s  turn! 

The  Open  Regional  Slot  is  the  only 
place  that  DMs  can  run  a  home  regional 
adventure  away  from  the  real-world 
geographic  region  they  are  from.  For  an 
event  to  qualify,  it  must  be  a  single¬ 
round  Living  Greyhawk  event,  and  the 
DM  must  be  an  RPGA  Network  member 
in  good  standing  and  a  resident  of  the 
Living  Greyhawk  region  featured  in  the 
adventure.  And  yes,  U.S.  and  other  mili¬ 
tary  servicepeople  stationed  abroad  can 
run  adventures  from  the  region  of  their 
permanent  residence. 

And  if  that  weren’t  enough  Greyhawk 
fun,  Gen  Con  UK  is  also  the  second  site 
for  the  Isle  of  Woe  special  event.  Like 
the  Origins  Games  Expo  2002  version 
of  the  event,  the  UK  version  features 
Dwarven  Forge  MasterMaze  pieces  for 
the  dungeon  works,  graciously  donated 
by  the  UK  game  store  Hidden  Fortress, 
which  is  co-sponsoring  the  event. 

If  you  are  interested  in  attending  Gen 
Con  UK,  check  www.genconuk.com. 

The  Curse  of  Tristor 

It  seems  there  is  a  Rhennee  curse  on 
the  town  of  Tristor.  The  slated  June  re- 
release  of  the  2000  member-exclusive 
adventure  has  been  delayed,  due  to 
some  logistic  issues.  But,  by  the  end  of 
2002,  RPGA  Network  members  will 
again  have  the  opportunity  to  delve  into 
the  mysteries  of  a  superstitious  village 
in  the  heart  of  the  famously  intolerant 
Theocracy  of  the  Pale. 

The  re-release  of  the  Fright  at 
Tristor  Living  Greyhawk  home  play 
adventure,  when  it  occurs,  will  give 
RPGA  gamemasters  the  ability  to  order 
the  adventure  for  home  play.  The  new 
version  of  the  event  features  an 
Adventure  Certificate,  instructions  on 
how  to  run  the  adventure  as  a  non¬ 
standard  event  (that  is,  longer  than  a 
typical  five-hour  slot  adventure),  and 
how  to  increase  the  challenge  of  the 
adventure  to  3-6  levels  of  play.  It  also 


will  give  RPGA  Network  Dungeon 
Masters  the  ability  to  order  hard  copies 
of  the  adventure-which  made  its  exclu¬ 
sive  premiere  more  than  two  years 
ago-for  $9.95  U.S.  (while  supplies  last). 
If  you  missed  out  on  the  Fright  at 
Tristor  the  first  time  around,  you’ll  defi¬ 
nitely  want  to  take  notice  of  this  new 


offer.  Keep  your  eyes  on  the  RPGA 
website  (www.wizards.com/rpga)  for 
more  details  about  Tristor’s  rebirth. 

Two  Important  Adventures  to 
Debut  at  Gen  Con  2002 

Polish  your  sword  and  dust  off  the 
spellbooks-this  year’s  Gen  Con  and  Gen 
Con  UK  are  set  to  feature  two  highly 
anticipated  adventures-C0R2-o9:  Final 
Reckoning, ;  a  conclusion  to  the  series  of 
adventures  featuring  everyone’s 
favorite  miscreant,  Auldon  Brendingund, 
and  COR2-10:  Forgotten  Echoes ,  the 
much-feared  follow-up  to  last  year’s 
smash  adventure  by  Chris  Tulach  and 
Jason  Bulmahn,  noted  masters  of  the 
Living  Greyhawk  beat-down. 

In  Final  Reckoning ;  by  Sean  Flaherty 
and  John  Richardson,  your  characters 
are  tasked  by  Greyhawk  City’s  Church 
of  Pelor  to  help  undo  the  taint  of  evil 
unwittingly  unleashed  by  the 
Brendingund  paterfamilias.  After  all  he 
has  done,  can  Auldon  be  redeemed? 

Not  even  the  healing  spells  of  Pelor’s 
priests  can  save  you  from  the  insane 
voice  in  your  head-that  familiar  voice  is 
back  again,  the  one  that  whispered  to 
you  deep  in  the  Vesve  forest,  and  it’s 
telling  you  that  it  is  now  free.  Can  you 
put  an  end  to  the  Forgotten  Echoes? 

Both  Gen  Cons  will  feature  a  third 
Living  Greyhawk  adventure:  COR2-11: 
Escape  from  Tehn,  by  David  Christ  and 
Stephen  Radney-MacFarland.  In  that 
event,  the  story  that  started  with  the 
Isles  of  Woe  takes  a  dangerous  turn,  as 
its  legacy  erupts  from  the  splintered 
duchy.  Your  only  chance  for  escape  is 
a  running  fight  to  the  banks  of  the 
Artonsamay  River. 

Troubling  Resurgence 
of  Drow  in  Sterich 

A  troubling  encounter  with  some  dis¬ 
guised  black-skinned  elves  in  Istivin  has 


the  people  of  that  recaptured  and 
recovering  city  on  edge.  With  reports 
that  adventurers  have  discovered  a 
small  drow  enclave  under  the  city,  that 
paranoia  has  turned  to  murderous 
insanity.  No  fewer  than  five  vigilante 
killings  have  taken  place  over  the  last 
fortnight,  as  adventurers  and  even 


common  citizens  have  taken  to  killing 
anyone  suspected  to  be  in  league  with 
the  mysterious  evil  elves.  While  none 
of  those  who  were  brutally  drawn  and 
quartered  by  these  “revenge  mobs” 
were  actually  drow,  the  authorities  are 
turning  a  blind  eye  to  such  sickening 
citizen  outbursts.  Even  Marchioness 
Resbin  Dren  Emondav  is  said  to  have 
called  the  phenomena  “understandable, 
if  not  unfortunate,”  and  is  said  to  be 
making  plans  to  find  out  more  about 
the  danger  currently  threatening 
the  capital. 

The  Gloom  and  Disunion  Cycle, 
which  started  with  the  adventure 
COR2-04:  Birthday  Bash,  and  contin¬ 
ued  with  COR2-05:  Behind  the  Veil, 
marches  on  this  October  with  COR2-13: 
Bridge  Over  Svartjet,  in  which  charac¬ 
ters  delve  deep  into  the  Underdark  in 
an  attempt  to  ascertain  the  true  nature 
of  the  threat  to  Istivin. 


What  is 

Living  Greyhawk? 

Living  Greyhawk  is  the  largest, 
most  popular  shared-world 
Dungeons  &t  Dragons  campaign 
in  the  history  of  gaming.  Run 
under  the  auspices  of  the  RPGA 
Network  (RPGA),  the  campaign 
offers  gamers  around  the  world 
the  chance  to  contribute  to  the 
developing  history  of  Oerth  by 
playing  specially  constructed 
adventures  at  conventions,  game 
days,  or  in  the  comfort  of  home. 
For  more  information  on  how  you 
can  get  involved  in  the  campaign, 
visit  www.livinggreyhawk.com 


The  RPGA  has  dropped  ALL 
membership  fees  as  of  the  time  you 

read  this. 


by  Frederick  Weining 
illustrated  by  Kalman  Andrasofszky 
cartography  by  Christopher  West 


Ages  ago,  in  the  youth  of  their  race,  a 
fundamental  discord  divided  the  elves 
into  two  opposing  camps.  On  the  side  of 
goodness  and  light  were  the  majority  of 
olvenfolk,  who  were  filled  with  a  joyous  and  life¬ 
embracing  spirit.  But  there  were  others,  those 
whose  natures  were  fettered  with  wickedness 
and  cruelty;  and  they  loved  the  darkness,  for 
their  deeds  were  evil. 

So  the  goodly  elves  shunned  their  evil 
kindred  and  drove  them  out  from  their 
communities,  denying  their  kinship  and  naming 
them  drow.  The  two  sides  made  war  upon  each 
other,  but  good  was  ever  victorious  over  evil;  at 
last,  shamed  and  defeated,  the  drow  retreated 
altogether  from  the  sunlit  lands  of  the  surface  to 
take  refuge  in  the  dark  recesses  of  the 
underworld. 

The  most  evil  and  ambitious  of  these  drow 
venerated  the  demoness  Lolth,  Queen  of  the 
Spiders;  and  they,  having  imbibed  of  her 
venemous  ichor,  became  the  nobles  of  their  kind. 
By  demon-endowed  fertility  the  drow  multiplied 
and  grew  strong  again  in  the  underworld,  their 
race  born  anew  and  nurtured  in  the  balm  of 
darkness.  The  drow  themselves  became  dark,  in 
flesh  as  in  spirit,  hating  the  light  and  all  who 
dwelled  in  it. 

Females  of  the  noble  blood  waxed  powerful  in 
the  service  of  Lolth,  ruling  their  people  with 
cruelty  and  cunning,  leading  the  race  of  dark 
elves  ever  deeper  through  lightless  caverns  and 
black  passages.  In  the  grandest  of  all  the  deep 
caverns  they  built  their  principal  city,  palaces  for 
their  nobles,  and  a  great  fane  for  their  goddess 
and  her  priesthood.  Thus  they  created  their  own 
subterranean  realm,  a  gloomy  fairyland  in  which 
to  practice  all  the  perverse  arts  cherished 
by  Lolth. 

At  last,  rumor  of  their  enduring  evil  has  risen 
once  more  to  trouble  the  lands  above,  speaking 
of  strange  elves  as  dark  as  the  faeries  are  bright. 
If  any  would  seek  the  truth  of  these  tales,  let 


VAULT 


ARK  ELF  METROPOLIS 


(Based  on  out-of-print  material  by  Gary  Gygax  and  Monte  Cook) 


them  take  the  perilous  road  to  the  world  below,  that  they  may 
behold  with  their  own  eyes  that  terrifying  and  magnificent 
homeland  of  the  dark  elves:  the  Vault  of  the  Drow. 

The  Last  Testament  of  Algorthas  the  Seer 

Councilor  Emeritus  to  the  Royal  Court  of  Sterich  at  Istivin, 

588  CY 

THE  VAULT  OF  THE  DROW 

Deep  beneath  the  mighty  Hellfurnace  Mountains  lies  the  Vault 
of  the  Drow,  an  immense  hemispherical  cyst  in  Oerth’s  crust 
over  six  miles  long  and  nearly  as  broad.  Its  mineral-veined 
ceiling  rises  more  than  1000  fathoms  above  its  crystal-strewn 
floor;  near  the  zenith  of  the  dome  is  a  huge  mass  of 
tumkeoite,  which  as  it  slowly  decays  and  transforms  into 
lacofcite  glows  like  a  ghostly,  plum-colored  moon  in  the 
firmament  of  the  Vault,  while  other  phosphorescent  nodes 
dimly  gleam  like  stars  in  the  same  stony  heaven.  The  lights  of 
this  subterranean  sky  reflect  in  the  dark  waters  of  the  Pitchy 
Flow  and  the  Weeping  Spring,  and  the  image  of  the  whole 
strange  canopy  is  trapped  and  distorted  within  the  Mere  of 
Glooms. 

Many  passages  and  trails  wind  throughout  the  underworld, 
but  one  road  enters  the  Vault  through  a  fissure  in  its 
southern  wall.  The  road  descends  through  a  gorge  about  200 
yards  wide,  which  gradually  becomes  broader  as  it  goes 
north.  A  full  mile  from  the  entrance,  an  ancient  stronghold 
called  the  Black  Tower  stands  four  stories  high,  watching 
over  the  Underdark  road.  The  towers  foundations  rest  upon 
a  steep-sided  mound  of  stone,  its  massive  walls  worn  smooth 


by  the  passing  of  ages,  almost  fused  with  the  natural  rock 
platform  upon  which  the  tower  was  built. 

A  narrow  incline  leads  up  to  the  Black  Tower-all  visitors 
are  required  to  report  there,  for  it  serves  as  a  checkpoint  and 
customhouse  for  foreigners  entering  the  Vault.  All  non-drow 
are  questioned  regarding  the  purpose  of  their  visit,  and  those 
deemed  acceptable  are  issued  a  cloak  of  silk  dyed  an  unnatural 
shade  of  green,  which  they  must  wear  to  identify  themselves 
as  aliens  in  the  drow  homeland.  Interlopers  who  lack  the  special 
cloak  soon  find  themselves  killed  or  enslaved  by  the  many 
drow  patrols  that  range  the  Lower  Vault. 

An  enormous  natural  antechamber  to  the  Vault  opens 
perhaps  two  miles  west  of  the  Black  Tower.  Its  entrance  is 
walled  and  gated,  with  six  strong  towers  along  its  length. 

Behind  this  wall  is  the  fortress  of  the  military  sisterhood  of  the 
Vault,  a  society  of  female  drow  warriors  sponsored  by  each  of 
the  eight  noble  houses,  but  who  swear  allegiance  only  to  Lolth. 
Nearly  two  and  a  half  miles  to  the  northeast  of  the  Black 
Tower  is  a  walled  compound  that  serves  as  the  stronghold  of 
the  military  brotherhood  of  the  Vault,  a  society  of  male  drow 
warriors  in  service  to  Lolth,  which  is  financed  by  the  sixteen 
merchant  clans  who  dwell  in  the  Lower  Vault. 

The  strongholds  of  these  merchant  clans  are  walled  villas 
scattered  throughout  the  Lower  Vault.  Disturbing  forests  and 
thickets  of  fungi  grow  between  the  sixteen  merchant  villas 
here,  all  on  a  floor  of  jagged  rocks  and  jutting  formations  of 
crystal.  To  the  north,  by  the  banks  of  the  Pitchy  Flow,  the 
black-walled  city  of  Erelhei-Cinlu  stands  as  a  gateway  to  the 
Upper  Vault.  A  plateau  occupied  by  eight  noble  estates  stands 
across  a  leering  span  called  the  Flying  Bridge  on  the  other  side 
of  the  river.  Further  still  is  a  guarded  passageway  leading  to 


Living  Greyhawk  Journal  73 


2.  The  Black  Tower 


Stronghold 


the  temple  chamber  of  the  Demon  Queen  of  Spiders,  called 
Lolth’s  Egg.  The  enormous  red  and  green  ochre  cavern  holds 
an  accursed  pagoda-like  spider  temple,  the  infamous  Great 
Fane  of  Lolth. 

The  mostly  likely  destination  for  adventurers  travelling  to 
the  Vault  of  the  Drow  is  Erelhei-Cinlu  itself.  Representatives 
of  nearly  any  race  might  be  found  here,  whether  as  visitor, 
resident,  or  captive;  indeed,  it  is  not  unknown  for  one  person 
to  have  each  of  these  ranks  at  some  point  during  his  sojourn 
in  Erelhei-Cinlu,  and  the  city  of  the  dark  elves  is  always 
ready  to  tempt  new  visitors  with  all  the  arousements  that 
darkness  can  offer. 

ERELHEI-CINLU  (eh-reel-hay-sen-loo) 

Erelhei-Cinlu  looks  out  like  a  degenerate  lover  upon  the 
homeland  of  the  drow,  as  it  has  for  countless  centuries.  Within 
its  black  walls  ferment  all  manner  of 
evils,  depravities,  and  addictions.  A  30- 
foot  high  wall  of  black  stone  surrounds 
the  city  on  the  east,  south  and  west, 
with  eleven  square  towers  placed  at 
irregular  intervals  around  its  length. 

The  wall  to  the  north  is  fifty  feet  high 
and  made  of  smooth,  perfectly  joined 
stone,  which  runs  alongside  the  banks 
of  the  Pitchy  Flow.  Two  gates,  one  to 
the  south  and  one  to  the  north,  give 
access  to  the  city  (though  only  the 
southern  “Great  Gate”  is  open  to  non- 
drow);  there  are  also  a  number  of  small 
doors  in  or  near  the  walls,  though 
these  are  spell-warded,  locked,  and 


ERELHEI-CINLU 

(Metropolis): 

Nonstandard;  AL  CE; 
100,000  gp  limit;  Assets 
135  million  gp;  Population 
27,000;  Demographic  cate¬ 
gory  (drow  40%, 
troglodytes  15%,  bugbears 
12%,  others  (surface 
dwellers  and  undead)  10%, 
mindflayers  4%,  trolls  4%, 
yugoloths  4%,  kuo-toa 
3%,  demons  3%,  xvarts 
2%,  deep  gnomes  1%,  ores 
1%,  gith  races  1%). 


concealed.  A  perimeter  wall-walk  links  both  the  city  gates  and 
all  eleven  towers.  Protected  by  crenelated  battlements,  the 
wall-walk  crawls  with  groups  of  drow  warriors  on  patrol. 

Travelers  enter  Erelhei-Cinlu  via  the  Great  Gate,  a  broad 
stone  structure  four  stories  high  crowned  with  rooftop 
battlements.  Elaborate  stone-carved  figures  of  demons  and 
monsters  leer  from  the  piled  stones  of  the  exterior,  while  the 
entryway  holds  four  great  warrior  statues.  The  two  larger  of 
the  quartet,  the  females,  face  each  other  across  the  entry  arch, 
holding  tall,  narrow-bladed  axes;  the  two  smaller  figures,  the 
males,  face  out  into  the  Vault,  gripping  their  thin  swords  with 
both  hands.  A  raised  portcullis  protects  the  Great  Gate’s 
interior  passage  on  the  southern  end,  and  a  large  spiked  bronze 
gate  stands  open  to  the  north.  Lurid  frescoes  of  demon  visages 
cover  the  interior  walls,  which  cleverly  conceal  the  arrow  slits 
and  murder  holes  that  guard  its  length. 

The  Great  Gate  opens  onto  the  High  Street,  which  divides 
the  eastern  and  western  halves  of  the  city.  High  Street  runs 
generally  north-south  from  the  Great  Gate  to  the  Noble  Gate. 
End  Street  crosses  it  running  vaguely  east-west;  hence,  the 
two  branches  are  commonly  called  East  End  Street  and  West 
End  Street,  respectively.  All  told  there  are  eight  sections,  or 
ghettos,  of  Erelhei-Cinlu.  Four  patrols  of  male  drow  soldiers 
make  hourly  rounds  on  the  main  streets,  while  six  patrols  of 
female  drow  soldiers  roam  the  back  streets  and  alleys  on  a 
similar  schedule. 

The  two  main  streets  meet  at  the  broad  circle  intersection 
of  the  Concourse,  at  the  center  of  which  stands  a  temple  of 
Keptolo,  the  drow  goddess  of  flattery,  intoxication,  rumor,  and 
opportunism.  A  large  arena  pit  opens  in  the  circle’s  center, 
where  performances  of  the  most  depraved  acts  serve  as  public 
spectacle.  The  guardian  priests  determine  who  enters  the 


Pitcfiy  Flow 


3.  Merchant  Clan  Warehouses 

4.  Towered  Wall  and  Gatehouse 


Pitchy  Flow 


9.  Erelhei-Cinlu  * 

10.  Estate  of  House  Tormtor 

1 1  j  Estate  of  House  Everhate 


74  august  2oo2 


1.  Palace  of  Amalriv  10.  Yugoloth  Barrack 

2.  F  oreign  Tem  pies  1 1  Verdict  Hall 


Living  Greyhawk  Journal  75 


The  so-called  “tax  baron”  of  the 
Ghetto  of  Foreigners,  Amalriv  is  one 
of  the  most  powerful  permanent  resi¬ 
dents  of  Erelhei-Cinlu,  and  its  wealthi¬ 
est  non-noble.  Amalriv  served  house 
Eilservs  for  many  years,  but  has  since 
switched  allegiances  to  Tormtor. 
Eclavdra’s  return  complicates  matters, 
for  although  he  no  longer  serves  the 
cleric,  his  long  relationship  with  her 
and  her  family  cannot  be  ignored.  In 
his  own  right,  Amalriv  is  the  closest 
thing  to  a  mayor  the  city  can  boast, 
and  he  loves  Erelhei-Cinlu  as  only  a 
drow  can.  A  survivor  and  above  all  a 
pragmatist,  Amalriv  respects  power 
and  enjoys  the  misfortune  of  the 
weak  and  foolish. 


76  august  2oo2 


central  flesh-pit:  only  the  most  attractive  or 
wealthy.  Facing  this  pit  from  the  south  end 
of  the  Concourse,  just  before  rising  to 
intersect  with  the  High  Street,  is  the  main 
sewer  gate. 

Many  smaller  streets  and  alleys  wind  and 
zig-zag  between  the  city’s  buildings,  but  six 
are  especially  important  in  separating  the 
eastern  and  western  ghettos  from  each 
other.  On  the  western  side  of  the  city,  the 
Player’s  Lane  separates  the  Performers  and 
Artisans  districts,  while  the  Aisle  of  Scribes 
divides  the  Artisans  and  Scholars.  Between 
the  Scholars  and  Foreigners  runs  the  Street 


of  Lies.  On  the  east,  Sentinel  Street  twists 
its  way  in  a  long  arc  from  Necropolis 
Square  (with  its  memorial  Well  of  Despair) 
to  the  North  Wall,  dividing  the  Tombs  from 
the  Savage  Ghetto.  From  the  eastern  corner 
of  Necropolis  Square  to  the  easternmost 
wall-tower  crosses  Dead  End  Street, 
separating  the  Tombs  from  the  Beggar’s 
district.  Finally,  cutting  between  the  Beggar’s 
Ghetto  and  the  Chattel’s  Ghetto,  is  Blackrail 
Alley. 

The  Noble  Gate  marks  the  far  end  of 
the  High  Street.  It  stands  out  against  the 
towerless  northern  wall  as  a  final  defense, 
not  for  the  city,  but  to  protect  the  wealthy 
properties  to  the  north  from  the  dregs  of 
Erelhei-Cinlu.  The  gatehouse  stands  six 
stories  high,  built  with  a  set  of  double  gates 
protected  from  each  side  with  portcullises 
and  topped  with  crenelated  battlements  on 
the  roof  and  the  wall  balcony  overlooking 
the  city.  The  southern  archway  of  the  gate, 
facing  the  city,  features  a  haunting  carving 
of  Lolth  in  her  spider  form,  while  the 
Queen  of  Spiders  in  the  guise  of  a  regally 
attired  drow  noblewoman  leers  from  the 
northern  arch.  Two  small  towers  extend 
from  this  arch  to  watch  over  the  Flying 
Bridge  to  the  north,  which  leads  to  the 
noble  manors  on  the  plateau  of  the 
Upper  Vault. 

City  dwellings  range  from  abject 
squalor  to  sumptuous  excess  and  are 
crowded  together  in  a  chaotic  welter 
of  different  shapes,  sizes,  and  styles. 
Its  streets  and  alleyways  are  crooked 
and  narrow,  named  by  signs  carved 
into  elaborate  plaques,  or  crudely 
etched  into  the  building  walls. 

Many  such  signs  are  outlined  in 
phosphorescent  chemicals  or 
illuminated  by  glowing  lichens  or 
fire  beetle  cages. 

Though  no  real  order  prevails  inside 
the  dark  elven  city,  its  eight  ghettos 
are  historically  associated  with  the 
eight  noble  houses.  The  nobles  have 
the  right  to  tax  the  inhabitants  of 
their  related  ghetto,  but  even  this 
is  not  performed  in  any 
organized  manner,  for  the  tax 
collectors-despised  by  both 
their  masters  and  their 
subjects-seek  only  to 
enrich  themselves.  In  turn, 
the  collectors  are 
normally  assassinated 
(again,  whether  by 
master  or  subject, 
it  matters  little) 
and  replaced 


Amalriv:  Male  drow  Wizig;  CR  21; 
Medium-size  humanoid;  HD  igd^  hp 
47;  Init  +6;  Spd  30  ft.;  AC  21  (touch  16, 
flat-footed  18);  Atk  +13/+8  melee 
(id6+5,  +3  quarterstaff);  SQ 
Darkvision  120  ft.,  drow  traits,  SR  30; 
AL  CE;  SV  Fort  +7,  Ref  +g,  Will  +16; 
Str  12,  Dex  14,  Con  11,  Int  23,  Wis  18, 
Cha  10. 

Skills  and  Feats:  Alchemy  +26, 
Concentration  +12,  Diplomacy  +10, 
Disguise  +10,  Forgery  +16,  Hide  +12, 
Knowledge  (arcana)  +28,  Listen  +11 
Profession  (trader)  +26,  Search  +13, 
Spot  +2;  Brew  Potion,  Craft  Magic 
Arms  and  Armor,  Craft  Rod,  Craft 
Staff,  Extend  Spell,  Improved  Critical 
(quarterstaff),  Improved  Initiative, 
Quicken  Spell,  Scribe  Scroll,  Silent 
Spell,  Still  Spell. 

Wizard  Spells  Prepared 
(4/6/6/5/5/5/5/4/3/31  base  DC  =  16 
+  spell  level):  o —daze  (2),  mage  hand, 
read  magic,  1st-  charm  person,  iden¬ 
tify,  magic  missile  (3),  shield;  2nd- 
darkness,  knock,  spectral  hand, 
summon  monster  II,  web  (2);  3rd  -fly, 
haste,  hold  person  (2),  vampiric  touch, 
4th-  dimension  door,  improved  invisi¬ 
bility,  polymorph  self,  stoneskin  (2); 
5th- cone  of  cold  (2),  summon  mon¬ 
ster  V,  teleport,  wall  of  iron,  6th- 
circle  of  death,  disintegrate,  flesh 
to  stone,  globe  of  invulnerability, 
repulsion,  7th-  control  undead, 
finger  of  death,  limited  wish, 
shadow  walk,  8th- horrid  wilting, 
maze,  Otilukes  telekinetic  sphere, 
gth -gate,  time  stop,  wail  of  the  ban¬ 
shee. 

Possessions:  +3  quarterstaff,  ring 
of  protection  +4,  rod  of  rulership, 
robe  of  the  archmagi  (black). 


after  only  a  brief  time  in  office.  Yet,  since  they  employ  the 
greatest  number  of  hirelings  (notably  mercenary  guards),  they 
provide  a  boon  to  the  economy  of  the  city.  They  do  so  even  in 
death,  for  tax  collectors  traditionally  are  honored  with 
expensive  funerals  by  their  masters,  and  even  more  expensive 
funeral  celebrations  by  friends  and  foes. 

The  life  of  the  city  goes  on  otherwise  in  an  almost  timeless 
cycle  of  pleasure,  pain,  and  oblivion.  A  civil  war  in  recent 
years  has  not  changed  this;  indeed,  most  of  the  casualties  of 
that  war  came  from  among  the  nobles,  or  the  servants  and 
soldiers  of  their  houses.  The  inhabitants  of  Erelhei-Cinlu,  long 
inured  to  bloody  conflict,  treated  the  civil  war  as  merely 
another  murder-spree;  knowing  how  to  hide  themselves,  they 
cast  only  a  few  of  their  own  before  the  blade  to  distract  the 
blood-lust  of  the  nobles. 

With  the  cessation  of  internecine  strife,  the  common 
citizens  of  Erelhei-Cinlu  have  returned  to  their  chosen 
professions  and  turned  their  attention  to  their  favored  victims: 
each  other.  Visitors  from  the  surface  are  also  choice  targets, 
but  they  are  often  too  dangerous  for  any  but  the  most  skilled 
or  powerful  drow  to  prey  upon. 

THE  GHETTO  OF  FOREIGNERS 

Most  humans  resident  in  Erelhi-Cinlu  live  in  the  Ghetto  of 
Foreigners,  which  teems  with  run-down  dwellings  for  both 
permanent  and  transitory  visitors  from  the  surface  world. 
The  establishments  found  here  reflect  this  in  many  ways: 
the  use  of  light,  far  more  prevalent  here  than  in  any  other 
part  of  the  Vault;  the  presence  of  foreign  temples,  for  no 
outside  deities  are  permitted  worship  elsewhere  in  the  drow 
realm  (and  even  here  they  are  treated  as  just  another 
business  catering  to  non-drow);  and  even  the  food  and 
drink  are  made  to  better  suit  surface  tastes,  though  more 
exotic  fare  is  always  available  for  a  price. 

Foreign  Temples 

The  Foreigners  Ghetto  is  home  to  the  only  temples  of  non- 
drow  gods  allowed  in  the  Vault.  All  are  located  along  the 
Street  of  Lies,  over  the  entrance  of  which  stands  a  tall, 
gated  arch  covered  with  a  relief  of  the  demoness  Lolth. 
Indeed  a  shrine  to  the  Queen  of  the  Spiders  lies  just  within 
the  gate,  and  tradition  dictates  that  all  visitors  make  a 
nominal  offering  of  silver  as  they  enter. 

The  first  foreign  temple  is  that  of  Nerull,  who  is  well 
respected  in  the  underworld  (particularly  among  assassins 
and  executioners).  The  next  is  a  small  temple  to  the  god 
Boccob,  frequented  mostly  by  wizards  from  the  surface 
world,  but  whose  clerics  are  on  good  terms  with  a  modest 
number  of  drow  scholars  and  sages.  A  similarly  sized 
temple  dedicated  to  Ralishaz  stands  further  along  the  Street 
of  Lies,  the  bane  and  boon  of  those  addicted  to  gambling.  A 
well-appointed  sanctum  of  Incabulos,  popular  with  both 
drow  and  non-drow  (most  notably  poisoners)  comes  next, 
just  before  similar  structures  dedicated  to  Erythnul,  Beltar, 
and  Raxivort. 

A  black  ziggurat  temple  of  Tharizdun  sits  at  the  turn  of 
the  street,  although  it  serves  as  more  of  a  museum  than  an 
active  house  of  worship.  Finally,  near  the  end  of  the  street 
sits  a  large  group  of  one-  and  two-story  buildings 
connected  by  pillar-lined  courtyards,  a  motley  assembly  that 
serves  as  a  place  of  worship  dedicated  to  the  lich  god 


Vecna.  Many  drow  scholars,  as  well  as  evil  human  wizards, 
sorcerers,  and  visiting  liches  frequent  this  bizarre  complex. 

Palace  of  Amalriv 

The  home  and  private  fortress  of  the  most  successful  tax 
collector  in  Erelhei-Cinlu  rises  seven  stories  above  the  city 
streets.  The  round,  multi-domed  edifice  of  puce-colored  stone 
squats  at  the  junction  of  Squander  and  Salvage,  near  the  very 
center  of  the  Foreigners  Ghetto.  The  palace  was  briefly  put 
under  siege  during  the  civil  war  a  few  years  ago,  but  proved 
impenetrable  despite  some  damage  to  the  outer  facing. 

Currently,  the  lower  two  floors  of  the  palace  see  much 
traffic,  for  Amalriv  also  acts  as  a  pawnbroker  and  moneylender 
for  the  entire  ghetto.  Common  sorts  of  goods  are  readily 
available  here,  including  adventuring  gear,  weapons,  and 
clothing.  Amalriv  stocks  second-hand  goods  particular  to  the 
Vault,  such  as  the  red  eye  cusps  worn  by  some  experienced 
visitors  and  various  fungal  ointments  used  by  hunters,  which 
otherwise  must  be  custom  made  by  a  skilled  artisan. 

Amalriv  also  offers  loans,  usually  with  severe  terms  that 
would  be  illegal  in  any  normal  city.  His  yugoloth  bondsmen  are 
quite  relentless  in  their  collection  activities,  and  the  tax 
collectors  relationship  with  the  city’s  impressive  vampiric 
community  gives  him  connections  even  on  the  surface.  In  fact, 
he  is  rumored  to  have  a  vampire  harem  on  one  of  the  upper 
floors  of  his  palace,  but  visitors  are  not  invited  there  and 
intruders  may  never  leave. 

Establishments 

The  ghetto  features  many  bordellos,  casinos,  and  taverns 
(or  combinations  thereof)  suitable  for  the  pursuit  of  any 
common  vice  found  among  the  surface  races.  Games  and 
competitions  of  every  kind  are  available,  from  cards  and 
dice  to  races  and  combat,  and  anything  in  between.  The 
most  popular  gambling  house  is  the  Demon’s  Draw  Casino,  a 
broad,  four-story  edifice  on  Serpent  Street. 

Other  gambling  establishments  include  the  Black  Widow 
(bordello,  casino,  and  inn),  the  Dragon’s  Hoard,  the  Turning 
Wheel,  and  Gengar’s  Blade,  the  latter  known  for  its  hard 
liquor  and  bloodsport.  Famous  bordellos  include  the 
aformentioned  Black  Widow,  the  Green  Door,  the  Serpent’s 
Charm  (which  employs  a  group  of  medusa  paramours  for 
select  clientele),  and  the  Dreampearl,  infamous  for  its  free 
use  of  dangerous  potions  and  elixirs. 

The  list  of  taverns  and  inns  found  in  the  Foreigner’s 
Ghetto  is  vast,  but  two  are  imminently  suitable  for  first-time 
visitors.  The  Deep,  on  Haze  Avenue,  and  the  Far  Night,  an 
inn  and  tavern  located  on  Stranger  Road.  Both  are  owned 
and  operated  by  humans  who  maintain  their  own  security 
forces  and  keep  the  local  drow  patrols  well  bribed.  Though 
these  establishments  are  far  from  safe,  the  proprietors 
strive  to  keep  good  relations  with  others  from  the  surface 
world. 

THE  GHETTO  OF  SCHOLARS 

Located  next  to  the  Ghetto  of  Foreigners,  the  Ghetto  of 
Scholars  is  the  next  most  common  destination  of  travellers 
from  the  surface.  Indeed  some  of  the  savants  and  scholars 
found  here  are  human,  or  once-human,  and  the  language  of 
almost  any  race  can  be  heard  somewhere  within  the 
ghetto’s  confines.  Tutors  in  any  of  the  arcane  professions 


Living  Greyhawk  Journal  77 


different  slave  markel 
the  city,  liscul  has  bee 
thing  of  a  gourmand, 
search  of  delicious  gr 
from  the  cranium. 


can  be  found  here,  divided  info  differing 
and  rival  philosophical  schools,  though  all 
are  devoted  to  evil.  These  folk  spend  much 
time  in  vicious  debate  and  disagreement, 
creating  conflicts  in  which  truth  is  not  the 
only  casualty. 

The  greatest  scholarly  institution  of  the 
drow  in  Erelhei-Cinlu  is  the  Spire  of  the 
Encyclic,  which  claims  the  membership  of 
the  vast  majority  of  drow  sages,  whether  as 
professors,  professors  emeritus,  or  simply 
as  students.  The  district  sports  many  other 
scholarly  enclaves  as  well,  and  not 
only  of  drow.  Some  human  scholars, 
as  well  as  smaller  groups  of  illithid 
and  derro 


savants,  also  live  and  teach  here,  and  even 
visitors  from  other  planes  are  not  unusual. 

The  Spire  of  the  Encyclic 

The  Spire  of  the  Encyclic  looks  down  on  the 
city  from  the  western  end  of  the  quarter, 
south  of  the  Aisle  of  Scribes  off  of  Libram 
Square.  Its  broad  central  stair  spirals  up  13 
stories,  though  only  the  lower  three  are  open 
to  the  public.  The  Spire  houses  the  Libram 
Encyclic,  which  is  said  to  contain  all  the 
accumulated  knowledge  of  the  drow,  and  its 
guardian,  an  ancient  male  drow  known  as 
the  Inscrutable  Redactor.  The 
Redactor  appoints  membership 
to  the  body  of  scholars  called 
the  Professors  of  the  Encyclic, 
to  whom  he  grants  access  to 
the  great  Libram  as  well  as  all 
the  libraries  of  the  Spire. 

The  Professors  of  the 
Encyclic  are  expected  to  be 
quite  ruthless  in  the 
pursuit  of  knowledge, 
as  well  as  in  the  uses 
to  which  they  put 
their  subordinates. 
These  subordinates 
serve  as  the  staff  of 
the  lower  libraries  and 
often  sell  their 
services  as  private 
tutors  or  sages,  for 
they,  like  their 
masters,  also  have 
access  to  the  upper 
libraries  of  the  Spire. 
Even  the  lower 
libraries  contain 
thousands  of  tomes  and  scrolls 
found  nowhere  else.  Thus,  the  Spire 
of  the  Encyclic  draws  many  visitors  from 
the  surface  world  who  come  in  search  of 
knowledge  forbidden  in  their  own  lands. 


Ages  ago,  illithid  scientists  founded  the 
Antisolar  Institute  to  broaden  their  scholarly 
contacts  beyond  their  own  race.  Built  of 
greenish-gray  stone  not  native  to  the  Vault, 
the  Institute  is  a  broad,  four-story  building 
located  on  both  sides  of  central  Tumkeoite 
Boulevard.  The  larger  northern  section  of  the 
Institute  houses  laboratories  and  lecture  halls, 
as  well  as  the  living  quarters  of  the  two 
dozen  illithid  staff  members  and  their  leader, 
the  chief  scientist  liscul.  The  smaller  southern 
section  is  home  to  three  derro  savants  and 
their  followers,  and  holds  an  unknown 
number  of  secret  laboratories.  Covered 
walkways  on  the  third  and  fourth  floors  join 


78  august  2oo2 


the  two  sections,  but  overall  there  is  limited  interaction 
between  the  illithids  and  derro  who  work  here. 

Under  normal  circumstances,  derro  and  illithids  seldom 
cooperate,  but  in  this  case  they  share  a  common  belief  in  a 
secret  radiation  that  permeates  the  Vault.  At  one  time,  the 
existence  of  this  radiation  was  more  generally  accepted,  but 
evidence  of  its  presence  is  no  longer  considered  valid  by  most 
of  the  drow  and  human  scholars  of  Erelhei-Cinlu.  However,  the 
illithids  hold  that  its  properties  alter  as  the  hypothetical 
radiation  phases  through  different  wavelengths.  The  three 
derro  savants  employed  here,  refugees  from  a  past  Uniting 
War,  are  acknowledged  experts  in  the  field  of  preternatural 
radiation,  and  the  illithids  wish  to  take  advantage  of  their 
expertise.  If  possible,  they  hope  to  find  a  way  to  use  the  secret 
radiation  to  nullify  the  detrimental  effects  of  sunlight  upon  the 
races  of  the  Night  Below. 

Establishments 

Favored  pubs  in  the  Ghetto  of  Scholars  include  the  Doctrinaire 
and  the  Poison  Pen,  two  turbulent  pubs  on  Polemic  Avenue, 
and  the  more  sedate  Third  Level  located  on  the  corner  of 
Missive  Street  and  Ruse  Alley.  The  Third  Level  is  favored  by 
devotees  of  the  drowic  version  of  Dragon  Chess,  who  can  be 
found  here  at  all  hours  exercising  their  strategic  abilities 
against  each  other. 

THE  GHETTO  OF  ARTISANS 

The  insular  craftsmen  of  the  drow  make  their  homes  and 
businesses  in  the  Ghetto  of  Artisans.  Alchemists,  jewelers, 
sculptors  (of  stone  or  flesh),  scribes,  painters,  poisoners, 
tailors,  taxidermists,  and  more  all  serve  the  needs  of  an 
eclectic  group  of  customers.  As  with  their  neighbors  in  the 
Ghetto  of  Scholars,  the  artisans  form  cabals  and  guilds  with 
ever-changing  alliances,  disputing  the  quality  and  worth  of 
each  others  craftsmanship  while  tormenting  their  own 
apprentices  with  impossible  tasks  and  cruel,  demeaning 
criticism. 

Much  of  the  ghetto  is  inaccessible  to  visitors,  being  a  maze 
of  private  walled  communities,  within  which  are  houses  and 
workshops,  as  well  as  taverns,  bordellos  and  gambling  dens 
open  only  to  the  local  residents.  Small  shops  and  storefronts 
ring  these  closed  neighborhoods,  guarded  with  traps,  curses, 
and  trained  monsters  (trained  wolf-spiders  are  commonly 
found  roaming  the  premises  of  local  shops),  as  well  as  hired 
mercenaries  (though  the  latter  are  hardly  considered 
trustworthy).  They  also  sometimes  employ  xvart  menials  as 
“runners”  to  fetch  raw  materials  or  other  necessities  from 
elsewhere  in  the  city  or  the  Vault.  Some  of  the  artisans  have 
made  contracts  with  specific  merchant  clans,  trading  their 
finished  goods  for  needed  raw  materials,  while  the  rest  sell 
their  wares  to  both  drow  merchants  and  outsiders. 

The  Twilight  Gallery 

The  stained  granite  facade  of  the  Twilight  Gallery  rises  three 
stories  above  Rebuke  Avenue.  Two  tall,  narrow  doorways  that 
face  the  street  are  always  open,  casting  a  dim,  shifting 
illumination  on  any  passerby.  Within  is  a  veritable  maze  of  halls 
and  chambers,  filled  with  the  paintings  and  etchings  of  the 
legendary  drow  artist,  Ool  Eurts.  A  staff  of  six  dopplegangers 
act  as  curators  of  the  gallery,  describing  the  works  found  in 
their  allotted  sections  to  visitors  and  sometimes  adopting  the 


guises  of  those  pictured  in  the  paintings.  The  artist  himself 
attends  gallery  exhibitions  of  his  latest  works,  and  may 
otherwise  be  encountered  wandering  the  city  looking  for 
new  subjects. 

In  the  final  chamber  hangs  the  Last  Canvas ,  normally 
covered  by  a  heavy  drapery,  but  clearly  almost  as  tall  as  the 
three  stories  of  the  gallery.  Each  formal  exhibition  concludes 
here  with  a  viewing  of  the  magical  canvas,  into  which  admirers 
are  drawn  to  enjoy  its  contents  at  close  hand.  Usually  an  image 
of  some  Abyssal  vista,  or  occasionally  a  great  event  in  drow 
history,  the  subject  of  the  Last  Canvas  is  always  entirely  vivid 
and  often  lethal  to  unlucky  visitors.  Nevertheless,  it  is 
considered  the  high  point  of  any  exhibit.  The  painting  remains 
covered  at  all  other  times,  when  it  is  said  to  show  nothing  but 
the  great  void.  Obviously,  anyone  drawn  into  that  image  would 
be  forever  lost,  and  many  suspect  that  certain  unwary  critics 
have  been  disposed  of  thusly. 

The  House  of  Abandonment 

The  eastern  ghetto  holds  the  House  of  Abandonment,  a  large 
block  of  tenements  occupying  all  of  Mourningweb  Court. 
Unwanted  drow  and  half-drow  children  are  given  or  sold  to 
this  orphanage,  where  they  are  tested  to  determine  their 
fitness  to  live.  Those  with  aptitudes  receive  some  rudimentary 
training,  and  the  chance  to  demonstrate  their  worth,  up  to  the 
age  of  eight  years.  From  there  they  are  farmed  out  as 
apprentices,  given  to  the  military  societies,  or  sold  to  the 
nobles;  otherwise  they  are  simply  cast  out. 

Life  in  the  orphanage  prior  to  this  point  is  hardly  pleasant, 
but  it  does  represent  the  drow  social  ideal.  The  strong  torment 
and  demean  the  weak;  all  presence  of  kindness  and  trust  are 
exploited,  then  eliminated;  and  above  all,  the  young  learn  to 
fear  Lolth  and  her  priestesses.  Deaths  are  quite  common  here, 
sometimes  resulting  in  the  rare  “child-banshees”  so  highly 
prized  as  mourners  by  the  drow  priesthoods. 

Establishments 

Tailors  who  make  and  alter  delicate  drow  garments  dwell  along 
the  length  of  Sash  Avenue.  The  tattoo  artists,  barbers,  and 
flesh-sculptors,  who  bear  some  little  resemblance  to  surgeons, 
congregate  along  Flensers  Passage,  where  they  make  their 
alterations  to  both  slaves  and  beasts,  as  well  as  to  the 
occasional  willing  victim.  Survival  rates  are  actually  fairly  high, 
but  even  when  bad  alterations  result  in  the  loss  of  favored  pets 
or  slaves,  the  skills  of  the  drow  taxidermists  (most  located 
along  Shredfell  Lane)  stand  ready  and  waiting.  Alchemists  and 
poisoners  work  closely  together  on  Crucible  Road,  where 
visitors  can  purchase  the  best,  and  worst,  potions  and  elixirs. 
Finally,  jewelers  and  weaponsmiths  congregate  near  the  north 
wall  on  Daggerstaff  Alley 

THE  GHETTO  OF  PERFORMERS 

Drow  players  and  performers  live  in  the  Ghetto  of  Performers. 
Musicians,  jugglers,  tumblers,  dancers,  actors,  puppeteers, 
playwrites,  poets,  and  singers-as  well  as  the  dreaded  lurking 
mimes-all  practice  their  arts  in  the  theaters,  halls,  squares, 
streets,  and  even  the  alleys  of  their  ghetto.  All  save  the  mimes 
seek  the  attention  of  the  largest  crowds  they  can  gather.  The 
more  lurid  and  gaudy  the  performance,  the  better  they  and 
their  audience  enjoy  it.  In  spite  of  constantly  changing  fads, 
there  is  always  a  certain  sameness  to  drow  performances; 


Living  Greyhawk  Journal  79 


Pruuma  She-bear:  Female  bug 
bear  Ftrn;  CR  13;  Medium-size 
humanoid  (goblinoid);  HD  3d8+g 
+  ndio+33;  hp  116;  Init  +7;  Spd 
20  ft.;  AC  23  (touch  *1, 
footed  22);  Atk  +21/+16/+11  melee 
(id8+g,  +3  morningstar );  SQ 
Darkvision  60  ft.;  AL  CE;  SV 
Fort  +ii,  Ref  +g,  Will  +4;  Str  ig, 
Dex  16,  Con  16,  Int  17,  Wis  11 
Cha  10. 

Skills  and  Feats:  Climb  +18, 
Handle  Animal  +14,  Intimidate  +5 
Listen  +2,  Move  Silently  +10 
Ride  +20,  Spot  +2,  Swim  +18 
Alertness,  Cleave,  Dodge, 
Expertise,  Improved  Critical 
(morningstar),  Improved  Disarm, 
Improved  Initiative,  Improved 
Unarmed  Strike,  Mobility,  Power 
Attack,  Weapon  Focus  (morn 
ingstar),  Weapon  Specialization 
(morningstar). 

Possessions:  +3  morningstar, 
banded  mail  +3,  rope  of  entan 
glement. 


The  reigning  arena 
champion  is  the 
bugbear  bounty 
hunter  Pruuma 
She-bear.  The  war¬ 
rior’s  dramatic  flair  aids 
her  reputation  as  a  flam¬ 
boyant  combatant  and 
executioner.  Those 
who  underestimate 
her  skills  at 
bounty  hunting 
seldom  profit,  as 
Pruuma  studies 
her  quarry 
carefully,  learn¬ 
ing  their  habits 
and  anticipating 
their  moves.  An 
excellent  strate¬ 
gist  and  devel¬ 
oper  of  traps, 

Pruuma  favors 
using  decoys,  spies,  and  many 
sorts  of  bait  carefully  selected 
to  lure  her  prey  into  her 
ful  clutches.  A  great  favorite  of 
the  mistress  of  House  Vae, 
Pruuma  nonetheless  continues  to 
turn  down  offers  of  a  position  in 
that  household,  for  she  knows 
it  is  better  to  catch  slaves 
than  to  be  one. 


however,  since  most  drow  performers  are 
severe  addicts  to  every  vice,  few  of  them  live 
long  enough  to  develop  any  real  perspective. 
Most  wish  only  for  a  glorious  demise.  To  their 
audience,  it  is  all  the  same,  and  they  quickly  find 
some  other  “star”  to  watch  until  it  too  falls. 

The  Silver  Stage 

The  drow  playwrite  Drucena  owns  and  operates 
this  seven-story  theater,  the  lower  four  levels 
of  which  house  the  city’s  largest  stage.  Named 
for  its  pale,  shimmering  procenium  arch  and 
renowned  for  its  elaborate  moving  scenery  and 
other  mechanical  gimmicks  (including  the  classic 
deus  ex  machina ),  the  theater  also  boasts  the 
most  debauched  company  of  performers  in 
Erelhei-Cinlu.  No  act  is  too  vile  or  depraved  for 
their  tastes,  and  they  constantly  seek  young 
talents  to  despoil. 


Perhaps  the  most  admired  play  in  the 
company’s  repertoire  is  the  War  of  the 
Houses ,  depicting  an  idealized  Vault  in  which 
the  noble  houses  bloodily  destroy  each  other, 
allowing  the  survivors  in  the  city  to  enjoy  a 
perfect  and  uninhibited  anarchy.  The  show 
then  devolves  into  a  typical  drow  orgy; 
performances  usually  sell  out  weeks  in 
advance.  The  audience  is  expected  to 
participate,  and  for  grand  performances 
ushers  release  airborne  hallucinogens  into  the 
theater  to  add  to  the  mayhem. 


A  large  courtyard  known  as  the  Acrobats’ 
Terrace  stands  near  the  southeast  corner  of 
the  Noble  Gate.  The  gate’s  parapets  allow  a 
good  view  of  the  courtyard,  and  guards  often 
gather  here  to  watch  the  performance  of 
acrobats  practicing  on  the  field  below.  Three 
graceful  towers  rise  four  stories  high  in  the 
middle  of  the  courtyard,  joined  by  slender 
ropes  of  woven  silk  that  bridge  the  tops  of  the 
towers.  Protruding  arms  of  stone  run  down 
the  tower  walls,  and  between  and  around  them 
on  the  ground  stand  small  fountains,  benches, 
and  statuary. 

During  festivals,  the  resident  acrobats  climb 
and  tumble  between  the  towers,  or  perform 
feats  of  daring  while  combating  each  other 
with  bladed  pole-arms.  Jugglers  practice 
their  arts  in  the  courtyard  below,  heedless 
of  the  safety  of  onlookers.  During  less 
hectic  periods,  the  lurking  mimes 
sometimes  congregate  here,  where 
they  have  been  seen  to  cavort 
with  marlgoyles  from  the  outer 
Vault.  Outsiders  are  not 
welcomed  at  these  silent  fetes, 
and  will  be  stalked  by  mimes 
for  the  duration  of  their 
stay  in 
Erelhei-Cinlu 
should  they 
breach  the 
dignity  of 
the  mimes’ 
gathering. 


Establishments 
All  the  underworld’s  a 
stage,  at  least  in  the 
view  of  drow 
entertainers,  and 
that  outlook 
certainly  holds 
true  in  the 
brothels,  taverns, 
and  drug 
emporiums 
of  this 


80  august  2oo2 


ghetto.  The  Silk  Curtain  on  Strut  Lane  is  known  for  its 
acrobatic  and  dancing  harlots.  Further  north,  on  Odium 
Avenue,  the  costumed  and  painted  doxies  of  Mock  Hall  hurl 
their  derision,  and  sometimes  their  ordure,  on  both  customers 
and  passersby  alike.  The  Upturned  Jar,  at  the  intersection  of 
Mingle  Street  and  Tac  Alley,  serves  the  best  of  the  musty- 
flavored  fungal  wines  found  in  the  Vault,  to  the 
accompaniment  of  drum  and  pipe.  Finally,  the  Quandarium,  on 
Netherlorn  Road,  serves  more  refined  and  addictive  liquors, 
like  the  deadly  abyssenthe,  which  is  said  to  sharpen  all  the 
senses  even  as  it  destroys  the  body. 

THE  GHETTO  OF  SAVAGES 

Large  numbers  of  non-drow  soldiers,  whether  of  goblinoid 
stock  or  members  of  the  scaled-races,  make  this  ghetto  home. 
Bugbears  and  troglodytes  form  the  bulk  of  these  fighters, 
whose  status  in  the  Vault  hovers  somewhere  between 
mercenary  and  slave.  The  most  prominent  of  these 
mercenaries  is  a  bugbear  bounty-hunter  named  Pruuma  She- 
bear;  when  not  chasing  escaped  slaves,  she  serves  as 
mistress  of  ceremonies  at  the  arena,  and  she  carries  her 
heavy,  spiked  Morningstar  of  Office  wherever  she  goes. 

The  Ceremonial  Arena 

This  arena  on  Chainmail  Boulevard  provides  solid,  brutal 
entertainment  to  drow  and  non-drow  alike.  Built  of  common 
clay  brick,  it  stands  six  stories  high  at  its  outer  edge,  with  a 
special  seating  section  for  drow  nobles  and  their  retainers. 
The  only  rule  on  the  floor  of  the  arena  is  kill  or  be  killed. 
Combatants  include  paid  gladiators,  bugbears,  or  troglodytes 
alone  or  in  groups  (here  to  settle  grudges),  trained  or  wild 
beasts,  monsters,  or  any  combination  of  the  above.  In 
addition,  escaped  slaves  are  often  brought  here  when  re¬ 
captured,  assuming  no  one  else  claims  them,  to  be  given  to 
the  troglogytes  for  combat  practice.  Such  captives  are  killed 
(or  at  least  wounded)  and  then  eaten,  their  unwanted  remains 
thrown  to  the  ghouls  of  the  Ghetto  of  the  Dead. 

The  arena  is  home  to  two  popular  annual  festivals.  The 
first,  the  troglodyte  Triumph  of  Strength,  begins  with 
horrifying  violence  and  concludes  with  the  even  more 
horrifying  troglodyte  mating  ritual,  performed  each  year  at 
molting  time.  Visitors  are  welcome,  but  protective  magic  is 
recommended  for  those  not  naturally  able  to  withstand  the 
stench.  The  other  festival  is  the  Executioners’  Revel,  in 
dishonor  of  the  traitorous  House  Kilsek,  held  every  year 
since  their  departure.  It  begins  with  the  normal  roster  of 
killings  and  concludes  with  the  dismemberment  and  execution 
of  drow  “traitors”  (potentially  any  in  disfavor  with  Lolth’s 
priestesses)  by  ranking  bugbear  soldiers. 

The  Yugoloth  Barrack 

Most  of  the  many  nycaloths  and  mezzoloths  (see  Manual  of 
the  Planes )  that  dwell  within  Erelhei-Cinlu  live  in  the  Yugoloth 
Barrack.  A  long,  three-story  structure  situated  between  the 
bend  of  Sentinel  Street  and  West  End  Street,  the  barrack 
occupies  all  the  area  from  Netherdelve  Alley  to  Carveheart 
Road.  Built  by  fiends  from  dark  red  stones,  the  barrack’s 
outer  walls  bear  a  beaten  bronze  gate  on  the  southern  face. 
Night  hags  come  and  go  at  odd  times  via  several  small  doors 
on  the  north  wall. 


The  yugoloths  who  dwell  here  are  the  unchallenged 
masters  of  this  ghetto,  though  they  wander  throughout  the 
rest  of  the  city  as  well.  It  might  be  possible  to  purchase  the 
service  of  one  of  the  fiendish  mercenaries,  though  not  for 
any  action  against  the  priesthood  of  Lolth.  They  likewise  will 
take  no  action  against  any  of  their  kin  in  the  Vault,  although 
other  creatures,  including  outsiders  such  as  demons,  devils, 
or  the  gith-races  are  fair  game. 

Establishments 

The  rank  neighborhood  between  the  Concourse  and  northern 
High  Street  teems  with  taverns  and  brothels  catering  to  the 
goblinoids  and  other  savage  humanoids  that  visit  the  city.  The 
Old  Battleaxe,  a  large  gambling  house  and  tavern  on  Hauberk 
Street,  caters  mostly  to  bugbear  soldiers.  Further  east,  on 
Rend  Road,  sits  the  Hair  o’  the  Grog,  a  tavern  and  inn 
managed  by  a  human  former  mercenary  who  happens  to  be 
infected  with  lycanthropy.  The  jolly  proprietor  often  entertains 
his  jaded  guests  by  transforming  into  a  werewolf. 

THE  GHETTO  OF  CHATTELS 

The  Ghetto  of  Chattels  holds  Erelhei-Cinlu’s  slave  and  livestock 
pens.  The  slaves’  treatment  (and  resulting  quality)  varies  widely 
by  trader.  Many  of  the  best  slaves  and  beasts  are  located  in 
the  southern  sections  of  the  ghetto,  or  anywhere  along  the 
High  Street.  Traders  offer  undead  and  even  demonic  slaves 
along  with  natural  creatures,  though  such  unusual  chattel 
usually  comes  from  hags  visiting  the  city  from  their  refuge  in 
the  Lower  Planes. 

Demons  and  undead  also  come  here  to  buy  slaves  or  other 
livestock,  as  do  derro,  illithids,  and  the  occasional  surface 
dweller.  The  markets  primarily  serve  noble  drow,  of  course, 
who  also  enjoy  the  specialty  brothels  found  in  this  ghetto.  The 
priesthood  of  Kiaransali  is  predominant  here,  though  always 
under  the  watchful  eye  of  Lolth’s  priestesses  and  their  servants 
in  the  city  patrols. 

The  Verdict  Hall 

Overlooking  the  city  from  the  east  side  of  the  High  Street,  just 
south  of  the  Concourse,  the  bleached  limestone  walls  of  Verdict 
Hall  rise  eight  stories  high.  The  top  three  stories  are  actually 
one  large  pillared  auditorium.  Any  foreigner  or  non-noble  drow 
arrested  in  Erelhei-Cinlu  is  brought  here  for  trial  and  ultimate 
disposition.  Of  course,  guilt  is  the  only  verdict  ever  delivered 
in  this  court,  and  there  are  but  two  possible  penalties  for  the 
convicted:  slavery  or  death.  Therefore,  in  drow  jurisprudence, 
the  winning  strategy  is  the  one  that  avoids  trial  altogether. 

Bribery  is  the  key,  but  negotiations  must  be  carefully 
handled.  Offering  too  little  moves  a  detainee  closer  to  trial,  but 
offering  too  much  has  the  same  effect;  for  it  is  obvious  that 
anyone  capable  of  paying  much  is  also  capable  of  paying  much 
more-especially  when  they  are  visitors  to  the  city.  Chief 
Discriminator  Kemehdra  reviews  all  cases  involving  foreigners 
that  come  to  trial,  for  she  particularly  enjoys  adding  mutilation 
to  their  sentences,  a  task  she  occasionally  performs  herself. 

Menagerie  Square 

Menagerie  Square  is  home  to  the  largest  slave-market  in  the 
city,  and  surrounding  it  on  all  sides  are  establishments  catering 
to  the  needs  of  the  slave-buyer.  Smiths  work  chaining  slaves 
or  repairing  cages,  while  branders  work  to  mark  slaves  and 


Living  Greyhawk  Journal  81 


;d6+i2;  hp 
£  18  (roucl 
,rk  +21/+16 
0/ X2,  +3  r 
6d6;  SQ  D 


Wis  14,  Cha  12. 

Skills  and  Feats:  Appraise  +12, 
Balance  +15,  Bluff  +11,  Decipher 
Script  +12,  Diplomacy  +13,  Disable 
Device  +18,  Escape  Artist  +18, 
Forgery  +12,  Gather  Information 
+ii,  Hide  +24,  Innuendo  +12,  Jump 
+11,  Listen  +3,  Move  Silently  +18, 
Pick  Pocket  +20,  Search  +3,  Spot 
+3,  Tumble  +20;  Dodge,  Mobility, 
Spring  Attack,  Weapon  Finesse 
(rapier),  Weapon  Focus  (rapier). 

Possessions:  +3  rapier,  gloves 


beasts  with  hot  iron  and  crushed  crystal.  While 
brands  can  be,  (and  often  are)  altered  as 
ownership  of  a  slave  is  transferred  between 
masters,  the  root-brand  is  indelible.  When 
properly  marked  by  a  drow  slave-brander,  the 
imprint  cannot  be  removed  by  anything  short 
of  a  wish  or  miracle. 

The  Venerable  Fleshpeddler,  master 
auctioneer  of  Menagerie  Square,  has  dwelt 
and  worked  here  for  nearly  six  centuries. 
None  of  his  many  apprentices  and  juniors 
can  compare  to  his  talent  for  getting  the  best 
prices  for  slaves  and  livestock,  though  his 
large  commissions  are  often  too  much 
for  many  slave-traders  to  afford. 

Many  other  “deals”  can  be  made 
on  chattels  found  in  this  large 
ghetto,  but  the  buyer  should  (here, 
as  everywhere  in  Erelhei-Cinlu) 
always  beware. 


Establishments 

The  Silver  Collar,  on  Venom  ' 
Boulevard,  is  an  expensive 
and  exclusive  bordello,  while 
the  sanguinary  pleasures  found 
in  the  numerous  torture  parlors 
lining  Throttle  Street  are  priced 
more  negotiably.  Other  popular 
brothels  and  taverns  include  the 
Cloven  Hoof  on  Stable  Street, 
the  Dark  Desire  on  Manacle 
Avenue,  and  the 
Soulcrusher  Saloon  on 
Slavers’  Way. 


THE  GHETTO  OF  OUTCASTS 
(Beggar's  Ghetto) 

This  section  of  the  city  is  given  over  to  the 
Outcasts,  the  ultimate  undesirables  of  Erelhei- 
Cinlu.  Among  their  number  are  the  beggars, 
tainted  by  disease;  the  half-breeds,  tainted  by 
mixed  blood  (either  human,  elven,  or  outsider); 
and  the  lost  foreigners,  who  bear  the  taint  of 
their  own  inferior  races.  One  quality  unites  all 
who  dwell  here:  poverty. 

The  drow  dislike  poverty,  as  they  dislike 
sickness,  weakness,  and  ugliness,  but  they 
still  occasionally  have  uses  for  those  so 
afflicted.  Therefore,  the  outcasts  are 
permitted  to  remain  here,  on  the  edge 
of  dark  elven  society.  Thieves  abound 
here,  though  they  practice  their  art 
throughout  the  rest  of  the  city,  as  do 
the  ubiquitous  beggars. 

Thieves 

The  thieves  of  the  city  band 
together  for  mutual 
support  and  protection.  Of 
course  betrayals  are 
common,  but  such  is  the 
way  of  thieves 
everywhere.  Here, 
however,  there  are  two 
groups  at  almost  opposite 
ends  of  the  spectrum.  One 
branch  is  the  lowest  of  the 
low,  the  dregs  of  even  this 
most  depraved  of  cultures. 
Most  of  these  rogues  lack 
the  wit  and  skill  of  the 
powerful  drow  masters  of 
Erelhei-Cinlu,  but  they  are 
well  practiced  in  the  low  arts 
of  mugging,  ambush,  and 
brutal  murder. 

Members  of  the  other 
branch  hate  dark  elven 
society  and  would  see  it 
changed.  Among  them  are 
many  who  have  the  blood 
of  surface  elves  or 
humans.  These 
principled  outcasts  call 
themselves  rakes,  to 
distinguish 
themselves  from 
mere  rogues,  and 
they  are 
particularly 
despised  by  the 
nobles.  The 
leading  voice 
among  the 
rakes  is  the 
half-drow 


Jalvan,  who  makes  his  headquarters  in  the  Tavern  of  Nines  off 
of  Cresset  Alley. 

Beggars 

The  beggars  who  wander  the  streets  of  Erelhei-Cinlu  make 
their  homes,  such  as  they  are,  in  the  so-called  Beggar’s  Ghetto. 
Many-perhaps  most-are  simply  poverty-stricken,  brought  to 
their  destitute  state  by  the  usual  array  of  addictions,  curses,  or 
incurable  madness.  These  beggars  wander  the  back  streets  and 
alleys,  scavenging  what  they  can  and  seeking  handouts  from 
those  they  encounter.  Sometimes  the  drow,  even  the  nobles, 
respond  favorably  to  these  supplications,  for  the  dark  elves  are 
moved  by  the  suffering  of  others  and  wish  to  prolong  it  when 
possible. 

Erelhei-Cinlu  also  possesses  different  sorts  of  palmers,  who 
ply  the  begging  bowl  with  even  greater  fervor;  and  these  are 
feared  in  their  own  right,  for  they  carry  a  dread  disease. 

Called  the  Poxbearers,  these  beggars  plead  with  glazed  white 
eyes,  picking  at  skin  covered  in  milky  lesions  connected  by 
chalky,  deep-veined  tendrils  of  rotting  flesh.  The  stricken 
rogues  serve  Govoc  the  Prophet,  an  influential  orator  most 
often  seen  begging  on  the  Concourse  in  a  place  of  honor 
before  the  sewer  gates. 

The  mere  threat  of  their  touch  is  enough  to  provoke  the 
toss  of  a  few  coins,  but  the  Poxbearers  also  are  rumored  to 
have  second-sight.  To  an  obliging  donor,  they  usually  predict 
good  fortune,  while  to  the  ungenerous  they  foretell  doom. 
They  might  even  grasp  such  an  offender  in  order  to  spread 
the  contagion  they  bear,  which  even  the  strongest  magics 
cannot  cure. 

Establishments 

Numerous  cheap  brothels  and  taverns  operate  in  the  Ghetto  of 
Outcasts.  Several  rakish  retreats  cluster  near  the  eastern  wall. 
The  best  is  the  aforementioned  Nines,  but  only  those  known  in 
the  area  are  permitted  to  enter  the  tavern.  Not  far  away,  on 
Crew  Lane,  stands  the  Greedy  Beggar  Inn,  a  place  entirely 
unwelcoming  to  beggars,  but  where  visitors  may  find  food  and 
lodging.  Nearby  on  Fathom  Avenue  is  the  Snake  Dt  Weasel,  a 
notorious  dive,  though  the  owner  is  well  respected  for  his 
ability  to  fence  stolen  goods,  even  to  markets  outside  the  Vault. 
Finally,  the  Itchy  Witch,  a  brothel  and  inn  on  Furuncle  Road,  is 
considered  remarkable  for  the  advanced  skill,  and  advanced 
age,  of  its  prostitutes. 

Closer  to  the  Ghetto  of  Chattels  are  the  lairs  of  the  lowly 
roguish  thieves  of  Erelhei-Cinlu.  Few  visitors  would  have  any 
desire  to  call  on  these  establishments,  but  two  are  worthy  of 
mention.  The  Bent  Bar,  on  Shirk  Street,  is  famous  for  its 
cockatrice  fights.  Run  by  a  pair  of  half-ogre  brothers  with 
connections  to  the  temple  of  Erythnul  in  the  Foreigner’s 
Ghetto,  the  place  is  a  good  spot  for  diners  looking  for  a 
fistfight  with  their  food  and  drink.  The  Grimacing  Wizard,  on 
Blackrail  Alley,  is  rumored  to  be  the  best  place  in  the  city 
(other  than  the  Snake  &t  Weasel)  to  find  the  location  of  goods 
stolen  in  the  city,  particularly  magic  items. 

THE  GHETTO  OF  THE  DEAD 

(The  Tombs) 

The  Ghetto  of  the  Dead,  more  commonly  called  the  Tombs,  is 
the  lair  of  the  undead  in  Erelhei-Cinlu,  ceded  to  them  in  honor 
of  their  service  to  the  Queen  of  Spiders.  The  city’s  vampiric 


denizens  are  most  often  found  here,  rather  than  in  one  of  the 
more  upscale  areas;  for  even  in  Erelhei-Cinlu,  a  city  devoted  to 
addiction  and  depravity,  the  vampire  and  vampire  spawn’s 
addiction  to  blood  is  considered  declasse ,  little  better  than  the 
ghouls’  craving  for  flesh.  Necromancers  dwell  here  too,  where 
they  can  practice  their  craft  without  restriction.  They  produce 
an  almost  endless  supply  of  zombies  and  skeletons  for  their 
own  use,  as  well  as  animating  some  of  the  creations  of  the 
taxidermists  of  the  artisan’s  quarter.  The  ghouls  who  lair  here 
are  reasonably  tame,  following  the  leadership  of  their  ghastly 
masters,  for  they  have  learned  that  they  need  only  wait- 
eventually,  all  the  inhabitants  of  the  city  become  their  meat. 

Necropolis  Square 

Whether  an  elaborate  funeral  procession  of  some  wealthy  non¬ 
noble,  the  modest  death  service  of  a  commoner,  or  even  the 
callous  final  disposition  of  a  pauper,  all  end  in  Necropolis 
Square.  The  Square  is  well  tended  and  maintained,  licked  clean 
as  it  were  by  the  ghouls  and  ghasts  of  the  city.  Eight  tall 
obelisks,  one  for  each  of  the  noble  houses,  sit  at  its  eight 
corners.  At  its  center  stands  the  Well  of  Despair,  considered 
the  birthplace  of  the  Vault’s  shadows,  and  certainly  a 
stronghold  of  those  vaporous  undead.  By  tradition,  the  undead 
do  not  enter  the  Square  to  feed  until  a  drow  priest  or 
priestess  has  ritually  shut  the  eastern  gate.  The  exception  to 
this  is  the  annual  festival  called  the  Running  of  the  Ghouls. 

Once  a  year,  the  ghouls  and  ghasts  of  the  city  revert  to 
their  feral  natures,  running  through  the  Tombs  and  spilling  out 
into  the  rest  of  the  city,  where  they  may  feed  freely  on  any 
who  cannot  defend  themselves.  Many  noble  youth  join  in  the 
debauch,  though  covering  themselves  first  in  a  protective 
fungal  ointment  to  avoid  being  scented  as  prey.  A  few  of  these 
young  drow  may  even  participate  in  the  feeding,  but  most 
often  they  simply  use  their  skills  to  open  the  locked  gates  and 
doors  of  the  poor,  or  strangers,  for  the  young  nobles  enjoy  the 
spectacle  of  forcing  others  to  defend  themselves  against  the 
ravenous  undead.  Citizens  of  greater  means  buy  wards  against 
the  undead  from  Lolth’s  priestesses,  as  the  priestesses  call  the 
ghouls  back  into  the  Ghetto  of  the  Dead  to  end  the  festival. 

The  Alabaster  Slab 

Erelhei-Cinlu  is  a  city  famed  for  its  bordellos,  and  even  the 
Tombs  are  no  exception.  While  there  are  several  here,  the  one 
most  often  spoken  of  is  the  Alabaster  Slab,  simply  called  the 
Slab.  Only  two  stories  high,  but  many  more  below,  it  is  located 
at  the  intersection  of  Banshee  Corridor  and  Handpallor 
Avenue.  A  true  den  of  iniquity,  the  slab  is  a  brothel  of  the 
dead.  From  pale  and  beautiful  vampiric  paramours  to  other, 
more  repugnant  offerings,  the  Slab  serves  a  clientele  whose 
passion  runs  cold.  Particularly  favored  by  necromancers,  this 
establishment  is  operated  by  a  seldom  seen,  possibly  demonic 
madame  named  Suraala  Mora.  A  devout  worshiper  of  Lolth, 
Suraala  makes  it  her  mission  to  provide  dark  oblivion  to  her 
clients  and  customers,  while  seeing  that  her  favored  employees 
are  always  well  fed. 

Sarcoma  Keep 

This  fortified  mausoleum  at  the  north  end  of  Annihilation  Street 
is  the  stronghold  of  the  vampire-warlord  Telagos.  Once  a 
proud  human  warrior  of  Flan  heritage,  he  has  dwelt  in  the 
Vault  since  he  fled  the  surface  nearly  five  centuries  ago  and 


Living  Greyhawk  Journal  83 


has  made  Sarcoma  Keep  his  lair  for  more  than  three.  The 
building  stands  four  stories  high,  with  a  central  tower  rising 
four  more  above  that.  Surprisingly,  many  of  the  vampires 
servitors  are  outcast  drow  or  half-drow  whom  he  instructs  in 
the  arts  of  warfare  in  exchange  for  their  procurement  of 
necessities  for  him.  He  also  houses  a  group  of  trained  trolls  to 
guard  his  keep  from  attack,  and  these  creatures  proved  most 
useful  during  the  recent  civil  war. 

Establishments 

A  few  watering  holes  that  cater  to  troglodytes  hunker  along 
the  “Tomb-side”  of  Sentinel  Street,  the  proprietors  of  which 
often  trade  flesh  for  coin,  even  to  ghouls  and  ghasts.  Closer  to 
Necropolis  Square  are  a  small  number  of  vampire-run  taverns 
where  humans  or  other  living  clients  might  occasionally  be 
found.  The  best  of  these  is  doubtless  the  Black  Chalice  on 
Pandemonium  Way,  a  haven  for  those  gamblers  who  would 
“risk  all”  during  their  visit  to  Erelhei-Cinlu. 

ERELHEI-CINLU  IN  THE  CAMPAIGN 

The  drow  metropolis  offers  many  opportunities  for  adventure. 
Good  or  neutral  parties  can  be  drawn  here  in  order  to  retrieve 
a  lost  adventurer,  purchase  the  freedom  of  a  slave,  or  capture 
a  fugitive  from  surface  justice.  Even  good-aligned  characters 
on  missions  such  as  these  might  be  allowed  access  to  the  city, 
on  the  understanding  that  they  will  not  interfere  with  the 
ongoing  commerce  of  the  drow. 

For  evil  characters,  training  in  many  dark  arts  can  be 
obtained  in  Erelhei-Cinlu.  For  both  neutral  and  evil 
alignments,  there  are  unusual  magic  items,  spells,  or  other 
forbidden  lore  that  may  be  found  here,  as  well.  Neutral  or 
evil  parties  can  even  enjoy  visiting  the  city  on  a  recurring 
basis;  unlike  other  bastions  of  evil  in  the  World  of 
Greyhawk,  the  great  city  of  the  drow  is  “open  for  business” 
to  all  who  wish  to  risk  its  perils. 

RECENT  HISTORY  OF  THE  VAULT 

Before  the  Greyhawk  Wars  fractured  the  nations  of  the 
Flanaess,  the  noble  house  of  Eilservs  devised  a  bold  scheme  to 
establish  themselves  as  leaders  of  a  true  drow  monarchy. 
Though  the  priestesses  of  Lolth  opposed  them,  the  rebellious 
Eilservs  found  power  in  the  worship  of  an  alien  god,  and 
through  alliances  with  evil  giants  from  the  Hellfurnace  and 
Crystalmist  mountains,  Eilservs  created  a  clandestine 
stronghold  outside  the  Vault.  But  this  gambit  proved 
their  undoing. 

Marauders  from  the  upper  world  followed  the  trail  of 
influence  back  to  the  Vault,  where  they  assaulted  not  only  the 
Eilservs  estate,  but  also  the  Fane  of  Lolth  itself.  The 
destruction  that  the  surface  dwellers  wrought  was  not  vast, 
but  its  effects  were  ruinous  to  house  Eilservs.  Its  nobles  were 
made  hostages,  to  be  ravaged  by  their  captors;  with  its  wealth 
and  pride  despoiled,  the  noble  house  of  Eilservs  fell  in 
disgrace  for  its  weakness. 

The  Fane  of  Lolth  survived  intact,  but  not  unshaken.  The 
wrath  of  the  priestesses  was  visited  upon  the  surviving 
Eilservs,  and  the  wrath  of  Lolth  was  poured  out  upon  the 
surface  world.  The  Queen  of  the  Spiders  did  not  scruple  to 
build  upon  the  foundation  laid  by  the  fallen  house  of 
Eilservs,  and  in  the  midst  of  the  Greyhawk  Wars  the  giantish 
cohorts  they  had  assembled  were  finally  loosed  upon  the 


nations  bordering  the  central  Crystalmists-but  this  time  at 
Lolth’s  command. 

Though  her  power  grew  on  the  surface,  the  remaining 
noble  houses  tested  Lolth’s  strength  in  the  Vault.  House 
Tormtor,  former  ally  of  Eilservs,  now  pressed  their  claim  to  be 
first  among  the  nobility,  in  honor  of  their  strength  and  decisive 
action  against  the  enemies  of  the  drow.  Set  against  them  was 
house  Kilsek,  once  the  greatest  enemy  of  Eilservs,  who  also 
demanded  preeminance  among  the  houses,  asserting  their  long 
devotion  to  Lolth  as  justification.  In  response,  Tormtor 
espoused  the  newly  militant  faith  of  Kiaransalee  and  took  up 
the  banner  of  rebellion. 

With  Tormtor  were  joined  the  houses  of  Everhate  and 
Aleval,  who  saw  the  prospect  of  advancement  for  themselves 
in  a  Tormtor  victory.  Kilsek  aligned  with  the  houses  of 
Despana,  Noquar,  and  Godeep,  who  held  that  sanction  from  the 
Fane  of  Lolth  would  determine  the  victor.  Further  complicating 
matters  was  the  intrusion  of  astral  mercenaries  called  the 
githyanki,  ancient  enemies  of  the  illithid  race.  As  the  githyanki 
served  on  the  side  of  the  rebel  faction,  so  the  illithid  felt 
compelled  to  join  the  conflict  on  the  side  of  those  who  claimed 
loyalty  to  the  Spider  Queen. 

Civil  war  erupted  in  the  drow  homeland-a  brief,  yet  bloody 
conflict  that  spilled  from  the  noble  estates  of  the  Upper  Vault 
to  the  camps  and  villas  of  the  Lower  Vault,  and  finally  into  the 
streets  of  Erelhei-Cinlu.  Before  the  end,  hundreds  of  drow  and 
hundreds  more  of  their  savage  mercenaries  were  killed.  The 
nobles  might  have  destroyed  themselves  entirely  had  not  the 
Queen  of  the  Spiders  intervened,  though  the  cost  was  great  to 
both  Lolth  and  the  noble  houses.  For  her,  the  price  was  the  loss 
of  her  holdings  on  the  surface  of  Oerth,  but  the  price  she 
exacted  from  her  most  devoted  house  was  even  greater-Kilsek 
was  sent  into  exile. 

This  was  no  simple  expulsion,  but  a  divine  punishment  for 
the  failure  of  Kilsek  to  triumph  over  their  rivals  without  putting 
the  entire  drow  nation  in  jeopardy.  All  those  of  Kilsek  blood 
were  branded  like  slaves  with  the  device  of  their  house,  and 
over  this  with  the  sign  of  the  spider,  marking  them  as 
anathema  in  the  Vault.  The  servants  of  Lolth  could  detect  the 
presence  of  those  so  marked,  lest  they  ever  attempt  to  return 
surreptitiously  to  the  Vault.  And  so  the  Kilsek  were  cast  out, 
and  with  them  their  servants  and  soldiers.  Perhaps  Lolth  has 
other  designs  for  her  outcast  children,  but  these  will  only  be 
revealed  far  from  the  homeland  of  their  birth. 

In  the  wake  of  this  departure  came  the  revelation  that  Lolth 
had  accepted  the  repentance  of  her  most  wayward  disciple: 
Eclavdra,  mistress  of  house  Eilservs.  The  Eilservs  were 
restored  to  their  former  holdings,  if  not  their  former  position 
of  leadership;  and  Eclavdra  herself,  that  most  resourceful  of 
adventurers,  became  Lolth’s  ambassador  to  the  realm  of  luz. 
Lest  the  dynamic  rivalry  of  the  houses  again  become 
unbalanced,  an  eighth  noble  family  was  introduced:  the  Vae. 

A  family  of  landless  nobles  from  a  lost  city  beneath  the 
Pomarj,  the  Vae  had  long  worked  as  slave-traders  traveling 
with  their  attendant  merchant  clans,  from  whom  they  were 
indistinguishable,  save  for  their  house  emblems.  House  Vae 
was  granted  the  properties  of  the  exiled  Kilsek  and  charged 
with  the  task  of  restoring  the  drow  to  prosperity.  Though 
they  and  their  merchant  followers  were  worshipers  of  the 
goddess  Kiaransali  (as  they  named  her),  the  traditions  of 
their  cult  allowed  them  to  give  deference  to  the  Queen  of 


84  august  2oo2 


the  Spiders,  and  so  the  Vae  were  found  acceptable  to  Lolth 
and  her  priestesses. 

Lolth  took  living  sacrifices  from  the  six  warring  houses 
before  departing  the  Vault,  so  that  none  should  go  unpunished. 
Her  high  priestess  put  the  chief  consort  of  house  Tormtor 
through  the  Test  of  Sacrifice,  one  of  her  many  punishments, 
transforming  him  into  a  hideous  drider,  and  conferred  the 
surviving  githyanki  mercenaries  to  her  illithid  allies,  to  deal  with 
as  they  saw  fit.  The  drow  nobles  were  then  free  to  set  about 
repairing  their  estates  and  nurturing  new  rivalries  under  the 
watchful  eye  of  the  Fane. 

NOBLE  FAMILIES  OF  THE  VAULT 

Eight  noble  houses  control  the  affairs  of  the  Vault.  Over  the 
years,  houses  have  come  and  gone  (usually  due  to 
internecine  fighting),  the  most  recent  change  being  the 
expulsion  of  House  Kilsek  (and  its  subsequent  replacement  by 
House  Vae)  roughly  seven  years  ago. 

Tormtor 

House  Device:  Electrum  javelin 
Urban  Mandate:  Ghetto  of  Foreigners 
Rank:  ist 

Alliances:  Aleval,  Vae 

Verdaeth  (CE  female  drow  Clri3/Ftr6),  mistress  of  House 
Tormtor,  has  been  without  a  chief  consort  for  nearly  seven 
years,  since  her  previous  mate  was  taken  to  the  Fane  to 
endure  the  Test  of  Sacrifice.  Failing  that  test  resulted  in  his 
transformation  into  a  spiderleg  horror  (See  “The  Punishments 
of  Lolth”),  and  saw  him  driven  out  of  the  Vault.  Lolth  and  her 
priesthood  exacted  this  price  from  Verdaeth  in  exchange  for 
permitting  her  house  to  retain  its  position  of  superiority  over 
the  other  drow  nobles.  Mistress  Verdaeth  is  philosophical  about 
the  sacrifice  of  her  consort,  but  would  enjoy  seeing  Charinida, 
the  high  priestess  of  Lolth,  suffer  his  same  fate. 

Aleval 

House  Device:  Gold  wand 

Urban  Mandate:  Ghetto  of  Performers 

Rank:  2nd 

Alliances:  Tormtor,  Vae 

Under  the  rule  of  mistress  Mevremas  (CE  female  drow  Clri4), 
Aleval  has  grown  from  the  weakest  of  the  drow  houses  to  its 
current  position  near  the  top  of  the  social  structure. 
Mevremas’s  choice  to  ally  with  house  Tormtor  has  proven 
very  advantageous,  as  have  the  close  relationships  she  has 
maintained  with  adventuring  bands  in  the  Underdark.  Of  all 
the  nobles,  Mevremas  has  the  most  extensive  spy  network  in 
Erelhei-Cinlu.  Her  agents  report  to  her  on  the  activities  of 
visitors  whom  she  might  find  useful.  Indeed,  her  willingness  to 
bring  foreigners  into  her  service  as  more  or  less  “free 
agents”  is  unusual  among  drow  nobles,  but  she  rationalizes 
that  there  will  be  plenty  of  time  to  enslave  the  world  once 
she  has  gained  supremacy  over  her  own  kindred. 

Despana 

House  Device:  Adamantine  mace 
Urban  Mandate:  Ghetto  of  Savages 
Rank:  3rd 

Alliances:  Noquar,  Godeep 

The  aggressive  Mistress  Nedylene  (CE  female  drow  Clr8) 


took  command  of  house  Despana  during  the  midst  of  the  civil 
war  seven  years  ago.  Nedylene’s  evil  is  unusually  brutal, 
almost  crude  by  drow  standards,  but  very  effective  on  the 
field  of  battle.  House  Despana  is  now  organized  in  a  more  or 
less  military  fashion,  maintained  with  a  very  un-drowlike 
discipline.  Many  in  her  own  household  would  like  to  see  their 
mistress  assassinated,  but  her  yugoloth  guards  have  so  far 
prevented  the  success  of  every  such  attack  to  date. 

Noquar 

House  Device:  Bronze  nightmare  head 
Urban  Mandate:  Ghetto  of  Scholars 
Rank:  4th 

Alliances:  Despana,  Godeep 

House  Noquar  is  ruled  by  mistress  Fedarra  (CE  female  drow 
CIri/),  a  traditional  drow  matron  steeped  in  the  virtues  of 
Lolth.  However,  her  house  owes  its  current  position  to  her 
close  contacts  with  several  conservative  illithid  factions 
outside  the  Vault.  With  their  counsel  and  support,  Noquar 
withdrew  early  from  the  house-strife  of  seven  years  ago, 
and  so  was  in  a  stronger  position  than  most  of  the  other 
noble  families  when  Lolth  intervened  to  end  the  conflict.  With 
the  passing  of  time,  however,  the  other  houses  have  been 
able  to  rebuild  their  strength  while  Noquar  has  continued  to 
play  a  defensive  strategy,  making  it  vulnerable  to  future 
gambits  from  its  rivals. 


House  Device:  Platinum  Crossbow 
Urban  Mandate:  Ghetto  of  Artisans 
Rank:  5th 

Alliances:  Noquar,  Despana 

The  mistress  of  house  Godeep,  Siadef  (CE  female  drow 
Clr8/Ftr8),  has  ruled  for  longer  than  any  of  the  other  noble 
leaders  currently  in  power.  She  succeeded  in  having  the 
mistress  of  house  Everhate  assassinated  two  years  before  the 
civil  war  began,  and  with  the  exile  of  house  Kilsek  at  the  end 
of  the  conflict,  Siadef  was  left  as  the  most  experienced  noble 
ruler  in  the  Vault.  She  was  unwilling  to  commit  to  any 
significant  military  action  (save  for  a  series  of  strikes  against 
Everhate)  during  the  civil  war,  and  this  defensive  stance 
allowed  Godeep  to  come  through  nearly  unscathed.  In  the 
long  run,  however,  caution  is  seldom  the  path  to  power 
among  the  drow. 

Vae 

House  Device:  Iron  chain 
Urban  Mandate:  Ghetto  of  Slaves 
Rank:  6th 

Alliances:  Tormtor,  Aleval 

House  Vae  had  no  direct  involvement  in  the  civil  war,  but 
mistress  Sereska  (CE  female  drow  Clr7/Wiz8)  responded 
quickly  to  rumors  of  the  house-strife  in  the  Vault,  hoping  to 
ally  with  the  winning  side.  The  unexpected  seriousness  of  the 
conflict  proved  especially  rewarding  to  this  wandering  house, 
which  not  only  joined  with  the  winning  alliance,  but  also 
supplanted  the  leading  house  of  the  defeated  faction.  The  Vae 
are  still  not  well  accepted  by  the  other  noble  families  of  the 
Vault,  but  they  have  made  themselves  useful  in  the 
restoration  of  drow  commerce,  based  on  active  and  efficient 
slave  trade. 


Living  Greyhawk  Journal  85 


Eilservs 

House  Device:  Bronze  staff 
Urban  Mandate:  Ghetto  of  the  Dead 
Rank:  7th 
Alliances:  None 

The  legendary  mistress  Eclavdra  (CE  female  drow  Clr23) 
returned  to  the  direct  rulership  of  house  Eilservs  just  three 
months  ago,  after  several  years  in  the  Flanaess.  She  has 
been  invaluable  in  her  service  to  Lolth  since  the  end  of  the 
Greyhawk  Wars,  but  the  time  has  come  to  begin  her  final 
gambit  in  the  Vault.  She  intends  to  make  a  bid  for  the 
leadership  of  the  Great  Fane  of  Lolth.  The  Queen  of  the 
Spiders  does  not  oppose  this  so  long  as  Eclavdra  is  precise 
in  her  strike  against  the  current  high  priestess.  The  drow 
nation  must  not  be  further  harmed,  but  when  the  time 
comes,  Eclavdra  must  not  be  hesitant.  In  the  coming  duel, 
there  will  be  no  second  chances. 

Everhate 

House  Device:  Silver  daggers 
Urban  Mandate:  Ghetto  of  the  Outcasts 
Rank:  8th 
Alliances:  None 

The  strategy  of  mistress  Gahnah  (CE  female  drow  Clri2) 
during  the  civil  war  was  to  commit  all  the  resources  of 
Everhate  to  house  Tormtor,  while  still  proclaiming  loyalty 
to  the  Fane  of  Lolth.  The  result  was  that  Everhate  gained 
nothing  politically,  while  at  the  same  time  losing  nearly 
everything  in  its  estate.  Since  the  end  of  the  conflict, 
the  house  has  continued  to  lose  status.  Everhate  now  has 
very  little  left  to  offer  any  potential  allies,  and  its  lowly 
position  is  quite  properly  blamed  on  the  poor  leadership 
of  mistress  Gahnah. 

THE  SERVANTS  OF  LOLTH 

The  Great  Fane  is  the  principal  temple  of  Lolth  on  Oerth.  It 
houses  the  servants  of  Lolth,  a  small  but  powerful 
community  of  priestesses,  together  with  their  servants  and 
guards.  All  of  them  are  required  to  abandon  the  loyalties 
they  may  once  have  held  to  noble  families  or  factions,  in 
favor  of  pure  devotion  to  Lolth  and  obedience  to  her  high 
priestess.  Matron  Charinida  (CE  female  drow  Clr2i) 
currently  holds  power  here,  as  she  has  for  the  past  two 
centuries.  Her  rule  has  been  at  risk  several  times  in  the 
past,  but  never  more  so  than  during  the  drow  civil  war. 

Charinida  chose  sides  in  that  struggle,  which  only  helped 
to  prolong  the  fighting  and  diminish  her  own  authority.  The 
civil  war  was  finally  ended  by  the  intervention  of  Lolth,  but 
at  the  price  of  her  holdings  on  the  surface.  However,  what 
few  understood  at  the  time  was  that  Charinida  had  not 
summoned  the  deity.  It  was  Eclavdra  of  the  ravaged  house 
of  Eilservs  who  abased  herself  before  the  Queen  of  the 
Spiders,  undergoing  another  of  the  punishments  of  Lolth  to 
further  prove  herself.  Eclavdra  survived  unmarred  and 
communed  directly  with  Lolth,  making  a  pact  with  her  in  the 
Web,  the  details  of  which  Charinida  still  does  not  know. 

Now,  seven  years  later,  Eclavdra  has  returned  to  the 
Vault.  Both  she  and  the  high  priestess  have  grown  in  power 
since  their  last  encounter,  and  it  seems  that  the  time  is 
swiftly  approaching  when  they  must  determine  which  of 
them  is  most  fit  to  rule.  In  the  coming  duel  Lolth  cannot  be 


expected  to  intervene,  but  the  rewards  for  victory  will  be 
great,  and  the  penalties  for  defeat  will  be  absolute.  If 
Eclvadra  should  prevail,  the  surface  nations  of  the  Flanaess 
can  also  expect  to  suffer  her  retribution,  and  feel  the 
venom  of  the  Queen  of  the  Spiders  once  again. 

Drow  Deities 

The  three  gods  detailed  below  will  help  Dungeon  Masters 
interested  in  fleshing  out  the  inhabitants  of  the  Vault. 
Zinzerena  and  Keptolo  are  completely  new.  Kiaransali  has 
appeared  in  several  sources,  but  the  version  presented 
here  describes  her  persona  and  motivations  in  the  World  of 
Greyhawk.  The  Forgotten  Realms  version  of  a  larger  drow 
pantheon  can  be  found  in  Forgotten  Realms:  Faiths  &t 
Pantheons.  A  description  of  Lolth,  the  Demon  Queen  of  the 
Drow,  can  be  found  in  Deities  &t  Demigods. 

Keptolo 

The  Eager  Consort 

Drow  Demigod 

Symbol:  Stylized  mushroom 

Home  Plane:  Demonweb  Pits  (Abyss) 

Alignment:  Chaotic  evil 

Portfolio:  Flattery,  intoxication,  rumor,  opportunism 
Worshipers:  Drow  males 
Cleric  Alignments:  CE,  CN,  NE 
Domains:  Chaos,  Evil,  Knowledge,  Travel 
Favored  Weapon:  Longsword 

Keptolo  (kep- toe-low)  is  the  drow  male  ideal:  elegant,  quick¬ 
witted,  attentive,  and  eagerly  debauched.  He  normally 
appears  as  a  young  nobleman  dressed  in  well-tailored  silks 
of  red,  purple,  jet,  and  amber.  He  is  armed  with  a  thin  but 
sturdy  poinard  and  a  filigreed  longsword.  He  affects  a  two- 
handed  fighting  style,  using  both  weapons  at  once. 

Otherwise  he  appears  dressed  for  the  hunt,  velvet-cloaked 
and  armed  with  a  magnificent  crossbow.  His  relationship 
with  other  drow  deities  is  one  of  insincere  amity,  save  for 
Zinzerena,  whom  he  openly  despises.  His  symbol  is  a 
stylized  mushroom,  which  in  drow  culture  is  associated  with 
both  strong  drink  and  fertility. 

Feed  the  vanity  of  your  mistress ,  and  all  her  treasures 
shall  be  yours.  Be  careful  whom  you  offend and  keep  an 
expendable  companion  nearby  to  hold  culpable  for  your 
crimes.  Gossip  can  be  as  deadly  as  the  venom  on  an 
assassin's  blade.  Use  the  poison  of  words  to  destroy  your 
rivals ,  that  you  may  claim  for  yourself  all  they  once 
presumed  was  theirs. 

Shrines  to  Keptolo  are  found  throughout  the  underworld, 
for  many  male  drow  worship  him  as  their  patron,  mostly 
due  to  his  association  with  drinking.  Tales  of  his  sexual 
exploits  are  quite  popular,  and  there  are  groups  of 
performers  who  act  them  out  for  festivals  and  private 
gatherings.  His  greatest  temple  is  in  the  drow  city  of 
Erelhei-Cinlu,  but  only  his  most  attractive  or  wealthy 
worshipers  are  permitted  to  participate  in  services  there. 

Clerics  of  Keptolo  are  found  as  advisors,  critics, 
philosophers,  and  politicians:  essentially,  any  role  that  does 
not  require  actual  work.  They  seek  to  emulate  their  deity  in 
all  ways,  and  as  such  number  among  the  most  handsome 
and  charming  of  the  drow  race.  However,  followers  of 


86  august  2oo2 


Keptolo  remain  very  dangerous,  for  many  of  them  are 
skilled  dirksmen,  poisoners,  or  spies.  Utterly  capricious  and 
completely  untrustworthy  (even  by  drow  standards), 
worshipers  of  the  Eager  Consort  are  deferential  to 
priestesses  of  Lolth  and  attentive  to  the  matrons  of  the 
powerful  noble  houses.  In  other  relationships,  they  are 
manipulative  and  abusive,  particularly  with  fellow  clerics 
lower  in  the  hierarchy. 

Kiaransali 

The  Pitiless  Dowager 

Drow  Demigoddess 

Symbol:  Female  drow  hand  wearing  silver  rings 
Home  Plane:  Demonweb  Pits  (Abyss) 

Alignment:  Chaotic  evil 
Portfolio:  Slavery,  Vengeance,  Undeath 
Worshipers:  Drow,  necromancers,  undead 
Cleric  Alignments:  CE,  CN,  NE 
Domains:  Chaos,  Death,  Evil 
Favored  Weapon:  Dagger 

Kiaransali  (/:ee-uh-r<3t7-sa-lee)  is  the  divine  sponsor  of  the 
drow  slave  trade  in  all  its  varied  aspects.  She  appears  as  a 
sinuous  drow  female  wearing  only  silver  jewelry  and  black 
silk  veils.  Her  only  obvious  weapon  is  her  curved  dagger, 
but  her  long,  sharp  fingernails  are  just  as  dangerous,  and 
her  touch  is  said  to  be  as  cold  as  that  of  a  lich.  This 
goddess  has  flirted  with  madness,  even  thinking  to  defy  her 
queen.  But  Lolth’s  power  is  inexorable,  and  Kiaransali  has 
taken  of  the  queen’s  venom,  returning  once  more  to  sanity 
and  servitude.  The  symbol  of  Kiaransali  is  a  hand  of  a 
female  drow  with  three  silver  rings  on  each  finger  and  one 
on  the  thumb,  with  the  entire  image  surrounded  by  the 
silver  strands  of  a  spiderweb. 

Forgive  neither  a  slight,  nor  a  debt;  remember  that 
payment  must  always  be  collected,  whether  in  treasure  or 
in  vengeance.  Life  is  the  greatest  crime,  and  perpetual 
slavery  the  fittest  punishment.  Let  there  be  no  freedom  for 
the  enslaved,  even  in  death.  Death  comes  for  all;  when  it 
comes  for  you,  take  your  slaves  and  your  treasure  with 
you  to  the  grave.  The  riches  of  the  grave  are  the  dowry  of 
the  mistress. 

Worship  of  Kiaransali  has  changed  since  the  drow  civil 
war.  Prior  to  that,  she  was  known  as  Kiaransalee,  but  the 
final  glyph  of  her  name  was  altered  in  all  texts  and 
inscriptions,  and  her  liturgy  was  abridged  to  conform  to 
more  acceptable  doctrines.  Her  religion  no  longer  claims 
any  authority  that  does  not  derive  from  the  Queen  of  the 
Spiders,  though  some  long-time  worshipers  still  maintain 
the  traditional  resentments. 

Clerics  of  Kiaransali  often  work  as  slavers,  and 
occasionally  as  torturers  or  executioners.  They  are 
meticulous,  almost  paranoid,  about  record  keeping,  as 
well  as  being  miserly  with  wealth.  They  commonly  work 
their  slaves  to  death  and  then  animate  the  corpses  so 
they  may  continue  to  serve.  They  keep  their  other 
servants  in  a  state  as  close  to  slavery  as  they  can 
manage,  and  withhold  wages  for  the  slightest  offense. 
However,  despite  their  stinginess,  they  are  the  first  to 
offer  bounty  on  escaped  slaves  and  prisoners,  and  they 
will  pay  these  rewards  in  full. 


Zinzerena 

The  Princess  of  the  Outcasts 

Drow  Hero  Goddess 
Symbol:  The  draped  sword 
Home  Plane:  Material  Plane 
Alignment:  Chaotic  neutral 

Portfolio:  Deception,  humiliation,  ambush,  assassination 
Worshipers:  Drow  outcasts,  rakes,  assassins,  malcontents 
Cleric  Alignments:  CE,  CN,  CG,  N 
Domains:  Chaos,  Luck,  Trickery 
Favored  Weapon:  Shortsword 

Zinzerena  (zin-zuh-RAY-nuh)  is  a  rebellious  heroine 
venerated  by  the  dissidents  and  outcasts  of  drow  society. 
She  appears  as  a  cloaked  and  masked  drow  rogue  who 
moves  with  astounding  agility.  Her  cloak  has  the  powers  of 
displacement  and  protection ,  while  her  shortsword 
produces  a  paralyzing  venom.  She  also  carries  a  black- 
handled  crop,  which  she  uses  to  stun  her  victims.  The 
great  artifact  also  has  the  powers  of  a  wand  of  wonder. 

Her  sponsor  to  divinity  was  Keptolo,  though  she  gained 
a  fraction  of  his  power  by  a  ruse,  for  which  he  hates 
her.  Her  symbol  is  the  draped  sword,  representing  her 
hidden  menace. 

Raise  yourself  up  by  bringing  others  down.  Don't  reveal 
your  strength,  or  your  hatred,  until  your  victim  is  helpless. 
Don't  strike  until  you  have  the  advantage;  the  only  fair 
fight  is  the  one  you  win.  Once  the  trap  is  sprung,  make 
time  to  gloat  before  the  kill.  The  legs  of  the  spider  are 
made  to  be  broken. 

The  liturgy  of  Zinzerena  is  passed  on  in  the  form  of 
folk-tales,  for  her  faith  has  no  place  among  the  leadership 
of  drow  society.  Her  tales  usually  describe  her  hiding  and 
waiting  until  her  foes  are  weakened  or  lax  in  their  attention 
before  she  attacks,  and  stories  of  her  origin  always 
describe  her  as  local  to  the  region  in  which  they  are  told. 

Clerics  of  Zinzerena  often  multi-class  as  fighters  or 
rogues.  They  are  much  more  common  in  the  decadent  cities 
of  the  drow,  but  may  be  encountered  almost  anywhere,  for 
even  the  noble  estates  have  servants  and  staff  drawn  from 
among  the  commoners.  Only  the  most  bohemian  of  nobles 
would  enter  her  priesthood,  though  some  have  done  so; 
inevitably,  when  they  are  discovered  they  are  cast  out  as 
traitors  to  their  social  class.  Ironically,  such  downcast 
nobles  often  become  the  greatest  leaders  of  Zinzerena’s 
clergy,  for  they  are  the  best  educated  and  most  politically 
experienced.  Her  clerics  work  as  anything  from  simple 
rogues,  to  laborers,  guides,  physicians,  poets,  prostitutes, 
or  nearly  any  other  profession.  What  they  all  share  is  a 
rebellious  spirit  and  a  desire  for  change. 

Living  Greyhawk  Campaign  Note:  Knowledge  of 
Zinzerena’s  cult  has  not  yet  spread  to  the  surface  world. 

At  the  present  time,  no  player  character  in  the  Living 
Greyhawk  campaign  can  take  Zinzerena  as  a  patron. 


Living  Greyhawk  Journal  87 


by  Chris  Pramas  •  illistrated  by  Sam  Wood 


Underneath  Eastern  Oerik  lies  the 
legendary  Vault  of  the  Drow  (see 
the  Living  Greyhawk  Journal  in 
this  issue).  Until  recently,  the  drow 
lived  under  the  domination  of  the 
priestesses  of  Lolth,  with  eight  noble 
houses  implementing  the  will  of  the 
Queen  of  the  Demonweb  Pits.  Trouble 
began  after  a  group  of  adventurers 
raided  the  Vault.  Accusations  flew  from 
all  the  noble  houses.  After  a  series  of 
plots  and  counterplots,  the  House  of 
Tormtor  raised  the  flag  of  revolt 
against  the  priestesses  of  Lolth.  A 
vicious  civil  war  ensued,  pitting 


Tormtor,  two  allied  houses,  and 
githyanki  warriors  against  the  House  of 
Kilsek,  the  remaining  three  houses,  and 
their  illithid  allies.  During  the  fighting, 
the  ancient  Kilsek  estate  was  sacked 
and  its  forces  scattered.  They 
regrouped,  seized  the  drow  city  of 
Erelhei-Cinlu,  and  led  a  bloody  pogrom 
against  Tormtor  sympathizers. 

The  civil  war  made  the  drow  weak, 
and  their  enemies  began  to  take  advan¬ 
tage  of  the  situation.  After  rounds  of 
even  bloodier  fighting,  the  surviving 
nobles  called  a  truce  and  met  to  discuss 
a  lasting  peace.  The  meetings  were 


contentious,  and  more  than  one  envoy 
fell  to  an  assassins  blade.  In  the  end,  a 
peace  plan  was  hammered  together. 

The  drow  nobles  decided  the  only  way 
to  keep  the  peace  was  to  officially  dis¬ 
band  the  House  of  Kilsek  so  that  there 
would  be  balance  among  the  houses. 
This  was  acceptable  to  everyone 
except,  of  course,  the  Kilseks. 

The  Plea 

Venrit,  the  leader  of  the  House  of 
Kilsek,  appealed  to  the  priestesses  of 
Lolth,  but  the  minions  of  the  Spider 
Queen  stood  by  the  decision.  The  Kilsek 


88  august  2oo2 


estate  was  already  destroyed,  the 
priestesses  noted,  and  the  peace  plan 
suited  Lolth’s  whims.  Venrit  was  furi¬ 
ous.  She  refused  to  break  up  her 
forces  among  the  other  houses,  nor 
was  she  willing  to  start  a  war  she  was 
certain  to  lose. 

Venrit  retreated  to  her  private 
sanctum  to  gather  her  thoughts.  “Was 
this  really  the  will  of  the  Spider 
Queen?”  she  asked  herself.  An  idea 
was  forming  in  her  mind,  but  she 
would  not  lead  her  house  to  its  ulti¬ 
mate  annihilation  unless  she  was  cer¬ 
tain  of  Lolth’s  desires.  Venrit  was 
determined  to  find  out  the  truth. 

While  the  rest  of  her  house  slept, 
Venrit  slipped  into  the  secret  dungeons 
beneath  the  ruins  of  the  Kilsek  Estate. 
She  dragged  a  prisoner,  a  Tormtor 
noble  thought  long  dead  by  the  rest  of 
the  drow,  into  the  Kilsek  arena.  Venrit 
had  watched  hundreds  of  slaves  and 
prisoners  fight  to  the  death  here.  This 
night  she  would  undergo  her  own  test. 

Venrit  summoned  forth  Teela,  a  mon¬ 
strous  spider  of  unmatched  size  and 
ferocity.  As  the  hairy  brute  lumbered 
into  the  arena,  Venrit  shouted  out, 
“Lolth,  my  queen,  it  is  your  servant, 
Venrit.  Grant  me  this  judgment! 

“If  the  destruction  of  the  House  of 
Kilsek  is  truly  your  will,  let  Teela  strike 
me  down.  But  if  Kilsek  may  continue  to 
serve  you,  let  Teela  tear  this  Tormtor 
traitor  limb  from  limb!” 

The  spider  swung  its  head  from 
Venrit  to  the  prisoner  and  back  again. 
The  mistress  of  the  House  of  Kilsek 
stood  calmly  before  the  beast,  both 
hands  touching  the  spider  amulet  that 
hung  around  her  neck.  As  the  pris¬ 
oner’s  eyes  bulged,  Teela  struck.  Venrit 
watched  the  spider  sink  its  fangs  into 
the  Tormtor  noble.  He  screamed  only 
once  before  the  venom  paralyzed  him. 
Venrit  should  have  exited  the  arena 
immediately,  but  she  lingered  to  watch 
Teela  feed.  She  knew  she  was  in  no 
danger.  Lolth  had  spoken. 


The  Exodus 

The  next  day,  Venrit  rallied  the  remain¬ 
ing  members  of  her  house  and  marched 
proudly  out  of  the  Vault  of  the  Drow. 
She  took  two  merchant  clans,  a 


troglodyte  tribe,  a  dozen  trolls,  and  a 
hunting  pack  of  displacer  beasts  with 
her.  She  didn’t  know  where  she  would 
go,  but  she  vowed  that  the  House  of 
Kilsek  would  return  to  the  Vault  of  the 
Drow  as  conquerors  or  not  at  all. 

The  first  year  outside  the  Vault  was 
difficult.  The  Kilsek  suffered  attacks 
from  deep  gnomes,  beholders,  and 
githyanki.  They  grew  low  on  ammuni¬ 
tion  and  magical  components,  and  food 
became  scarce.  The  once  proud  house 
began  to  look  like  a  group  of  scav¬ 
engers,  as  Kilsek  warriors  looted  what 
they  needed  from  defeated  foes.  And 
still  they  wandered,  deep  beneath 
Oerth,  with  no  destination.  Some  advo¬ 
cated  that  they  try  their  luck  on  the 
surface  world,  others  that  they  travel 
the  planes.  Meanwhile,  more  Kilseks 
died  each  day,  felled  by  Underdark  ter¬ 
rors,  enemy  blades,  and  starvation. 
Venrit  was  certain  that  Lolth  had  plans 
for  the  House  of  Kilsek,  but  no  divina¬ 
tion  made  those  plans  clear. 

Venrit  was  on  the  verge  of  despair 
when  an  old  ally  found  the  Kilseks 
camped  by  an  underground  sea.  Its 
name  was  Ohlcaig,  and  it  was  an  illithid 
priest  of  llsensine.  It  had 
been  an  ally  of  the 
House  of  Kilsek 
during  the 
civil  war, 
and  it  still 
thought  the 
proud 


The  City  of  Kalan-C’eld 


Violence  scarred  Kalan-G’eld.  The  illithid 
attack  that  enslaved  the  gith  population  of  the 
city  leveled  buildings  and  blasted  holes  in  the 
streets.  Subsequent  fires  burned  whole 
neighborhoods,  and  the  charring  is  evident 
despite  the  years  that  have  passed.  Other 
creatures  laired  there  over  the  centuries,  the 
latest  of  which  had  to  be  driven  out  by  Kilsek 
fighters  before  the  ruins  could  be  settled. 

Kalan  Geld  sits  in  an  enormous  under¬ 
ground  cavern.  The  ruined  gith  city  was  far 
too  large  for  the  drow  to  occupy  fully,  so 
they  have  revitalized  only  a  part  of  it.  The 
obvious  choice  was  the  low  hill  that  domi¬ 
nated  the  cavern,  and  it  is  this  area  the  drow 
have  settled  and  fortified.  They  rebuilt  a  gith 
citadel,  and  this  provides  the  final  bulwark  of 
drow  defense.  Beneath  the  citadel  is  Venrit’s 
private  realm,  a  surreal  dungeonscape  filled 
with  webs  and  monsters  to  eliminate  the 
uninvited  and  the  unwary.  Some  speculate 
that  Venrit’s  realm  is  not  in  the  Underdark  at 
all,  but  on  the  Abyss. 

There  are  two  main  entrances  to  Kalan 
G’eld.  The  first  is  a  large  tunnel  that  connects 
to  an  ancient  gith  cavern  network.  The  drow 
have  built  a  barbican  there,  known  as  the 
Adamantine  Gate,  which  is  heavily  defended 
with  troops  and  traps.  There  are  several  bar¬ 
racks  nearby,  where  the  front-line  warbands 
are  based.  From  here  they  sortie  out  to  fight 
the  Godwar.  The  Kilsek  military  also  maintains 
a  series  of  outposts  and  smaller  fortifications 
in  the  tunnel  network  around  the  city.  They 
provide  early  warning  of  attack  and  can  slow 
down  incursions  with  ambushes  and  traps. 

An  underground  river  runs  by  the  citadel 
hill  and  then  plunges  down  into  the  rocks. 
Boats  can  navigate  out  to  the  serpentine 
branches  beyond.  The  merchant  clans  use  the 
river  to  conduct  trade  with  the  kuo-toans  and 
other  denizens  of  the  Underdark.  The  drow 
have  installed  a  massive  portcullis  that  can  be 
dropped  into  the  river  in  times  of  danger. 

Two  towers,  one  on  either  side  of  the  river, 
provide  additional  defense.  Allied  kuo-toans 
are  also  used  to  patrol  the  nearby  waters. 

The  troglodyte  tribes  were  settled  in  a 
nearby  cave  complex.  Despite  the  strategic 
advantages  of  having  the  troglodytes  in  the 
city  proper,  the  drow  kept  them  out.  The 
stink  of  the  creatures  was  simply  too  vile  to 
consider  letting  them  live  in  Kalan  G’eld.  The 
trolls  are  housed  in  this  same  cave  complex. 


WIZARDS’  WORKSHOP 


drow  could  be  useful  to  the  mind  flay¬ 
ers  and  their  machinations.  Ohlcaig 
told  Venrit  about  an  abandoned  under¬ 
ground  city  on  the  other  side  of 
Oerth.  It  had  been  a  city  of  the  gith, 
the  progenitors  of  the  githyanki  and 
githzerai,  but  it  had  been  abandoned 
since  the  fall  of  the  lllithid  empire.  It 
was  far  from  the  Vault  and  completely 
unknown  to  the  surface  world.  Venrit 
thought  it  was  perfect. 

Ohlcaig  arranged  for  the  planar 
transport  of  the  House  of  Kilsek.  They 
traveled  through  several  planes  until 
they  reached  a  portal  that  led  to  the 
lands  underneath  the  Sundered  Empire. 
Once  back  on  Oerth,  it  was  but  a  short 
journey  to  the  ancient  city  of  which 


BLOODSISTER 
Class  Requirements 

To  qualify  to  become  a  bloodsister,  a  charac¬ 
ter  must  fulfill  all  the  following  criteria: 

Race:  Drow. 

Sex:  Female. 

Alignment:  Any  evil. 

Base  Attack  Bonus:  +6  or  better. 

Feats:  Ambidexterity,  Exotic  Weapon 
Proficiency  (hand  crossbow),  Two-Weapon 
Fighting. 

BLOODSISTER 
Class  Skills 

The  bloodsister’s  class  skills  (and  the  key 
abilities  for  each)  are: 

Str:  Climb,  Jump. 

Dex:  Balance,  Use  Rope. 

Con:  - 
Int:  - 

Wis:  Innuendo,  Listen,  Spot. 

Cha:  Intimidate. 

Skill  Points  at  Each  Level:  2  +  Int  modifier. 


Ohlcaig  had  spoken.  It  was  largely  in 
ruins,  but  the  drow  could  see  the 
potential.  Venrit  and  her  people  spent 
several  years  fortifying  the  old  gith 
city,  scouting  the  region,  and  recruiting 
local  troops.  They  learned  the  gith 
empire  had  been  known  as  Zarum  and 
the  city  as  Anithor.  The  drow  chris¬ 
tened  the  city  Kalan-G’eld,  a  name 
meaning  “the  forgotten  spider.” 

New  Challenges 

Within  a  matter  of  months,  drow  scouts 
located  a  large  kuo-toan  community. 
Venrit  sent  envoys,  including  merchant 
clan  members  fluent  in  the  kuo-toan 
tongue.  The  kuo-toas  had  never  seen  a 
drow  before  and  reacted  fearfully, 
especially  when  the  ebon-skinned 
strangers  spoke  to  them  in  their  own 
language.  Only  one  envoy  returned,  and 
he  was  riddled  with  harpoon  wounds. 

The  Kilsek  reaction  was  swift.  Several 
outlying  kuo-toan  communities  were 
annihilated,  and  drow  assassins  killed  a 
half  dozen  important  whips.  The  speed 
and  brutality  of  the  drow  attack  cowed 
the  kuo-toas,  and  soon  enough,  Venrit 
had  kuo-toan  troops  serving  in  her 
warbands.  The  kuo-toan  communities 
also  gave  the  drow  merchant  clans 
places  to  trade. 

At  that  time,  the  House  of  Kilsek  had 
no  plans  for  the  surface  world. 

Venrit’s  goal  was  to  build  up  her 
strength  until  she  could  march  back 
and  take  the  Vault  of  the  Drow.  No 
use,  she  thought,  in  getting  entangled 
in  the  affairs  of  the  sunlit  world.  After 
all,  that  sort  of  madness  had  led  to  the 
civil  war  that  resulted  in  Kilsek’s  exile 
in  the  first  place. 


BLOODSISTER  ADVANCEMENT 


Base  Attack 

Fort. 

Ref. 

Will 

Levels 

Bonus 

Save 

Save 

Save 

Special 

1ST 

+1 

+0 

+2 

+0 

Combat  reload 

2nd 

+2 

+0 

+3 

+0 

Poison  use 

3rd 

+3 

+1 

+3 

+1 

Two-weapon  style 

4th 

+4 

+1 

+4 

+1 

Tunnel  fighting 

5th 

+5 

+1 

+4 

+1 

Improved-two-weapon  style 

6th 

+6 

+2 

+5 

+2 

Throw  sword 

7th 

+7 

+2 

+5 

+2 

Sneak  attack  +id6 

8th 

+8 

+2 

+6 

+2 

Mind  of  steel 

9th 

+9 

+3 

+6 

+3 

Twist  the  knife 

ioth 

+10 

+3 

+7 

+3 

Sneak  attack  +2d6 

As  it  turned  out,  the  choice  was  not 
to  be  Venrit’s.  When  the  God  of  War, 
Stratis,  was  slain  by  a  group  of  mortal 
heroes,  droplets  of  his  blood  burned 
through  the  earth  and  exposed  the 
heretofore  unknown  tunnels  and  gal¬ 
leries  of  Zarum.  This  opened  the  way 
to  warbands  from  the  Sundered 
Empire,  who  quickly  descended  into 
the  depths  to  search  for  the  weapons 
and  armor  of  the  slain  god.  This  con¬ 
flict  became  known  as  the  Godwar, 
and  it  has  brought  savage  warfare  to 
the  Sundered  Empire  region  for  the 
last  five  years.  Six  factions  struggle 
for  supremacy  with  godhood  itself  as 
the  prize. 

At  first  Venrit  was  content  to  remain 
in  the  shadows,  watching  the  factions 
tear  each  other  apart.  Drow  forces 
were  not  idle,  but  when  they  struck, 
they  always  made  it  look  like  someone 
else’s  work.  Venrit’s  hope  was  that  the 
war  would  end  quickly,  but  like  many 
others  she  was  disappointed.  It  eventu¬ 
ally  became  clear  to  her  that  the  war 
would  drag  on  for  decades.  Unless,  of 
course,  she  herself  were  to  end  it.  And 
surely  her  chances  of  conquering  the 
Vault  of  the  Drow  would  increase  ten¬ 
fold  if  she  returned  as  a  god.  This,  she 
decided,  must  be  why  the  Spider  Queen 
sent  the  House  of  Kilsek  to  this  remote 
part  of  Oerth.  The  Kilsek  need  to  be 
here  to  win  godhood  for  Venrit  and 
ensure  victory  over  their  traitorous 
kin.  Venrit  did  not  start  the  Godwar, 
but  she  intends  to  finish  it. 

Kilsek  Prestige  Classes 

Two  Kilsek  prestige  classes  are  pre¬ 
sented  here  for  the  first  time. 

Although  these  classes  are  built  to 
reflect  the  unique  circumstances  of 
the  House  of  Kilsek,  they  could  be 
used  easily  in  most  campaigns. 

Bloodsister 

In  the  Vault  of  the  Drow  there  is  a 
society  of  female  fighters.  While  each 
noble  house  maintained  its  own  soror¬ 
ity,  the  society  as  a  whole  is  an  instru¬ 
ment  of  the  clerical  hierarchy.  When 
House  Kilsek  chose  exile  over  annihi¬ 
lation,  the  Kilsek  sorority  remained 
loyal  to  their  house.  Like  the  rest  of 


9o  august  2oo2 


their  kin,  they  marched  out  of  the 
Vault  of  the  Drow  with  heads 
held  high. 

Since  then  the  society  restructured 
itself  to  meet  the  needs  of  its  new  sit¬ 
uation.  They  have  become  Venrit’s 
elite  warriors,  fanatical  servants  of 
House  Kilsek  and  the  Spider  Queen. 
Each  has  sworn  a  blood  oath  to  Venrit, 
a  fact  reflected  in  the  society’s  new 
name:  the  Bloodsisters. 

Class  Features 

All  of  the  following  are  class  features 
of  the  bloodsister  prestige  class. 

Weapon  and  Armor  Proficiency:  A 
Bloodsister  is  proficient  with  all  simple 
and  martial  weapons,  and  light  and 
medium  armor. 

Combat  Reload  (Ex):  At  ist  level,  a 
bloodsister  learns  to  use  her  hand 
crossbow  with  amazing  speed.  She  can 
load  a  hand  crossbow  as  a  free  action, 
which  allows  her  to  take  the  full  attack 
action  with  the  hand  crossbow. 
Furthermore,  such  is  her  deftness  with 
this  maneuver  that  the  loading 
action  does  not  provoke  an  attack 
of  opportunity. 

Poison  Use  (Ex):  By  2nd  level, 
a  bloodsister  masters  the  use  of 
poison  with  her  weapons.  She 
never  runs  the  risk  of  accidentally 
poisoning  herself  when  applying 
poison  to  a  weapon. 

Two-Weapon  Style  (Ex):  The 
favored  melee  weapons  of  the  blood- 
sisters  are  the  short  sword  and  dag¬ 
ger.  While  so  armed  and  two-weapon 
fighting,  a  bloodsister  of  3rd  level  or 
higher  gains  a  +1  competence  bonus  to 
all  her  melee  attacks. 

Tunnel  Fighting  (Ex):  Bloodsisters 
are  trained  to  fight  underground  in 
confined  spaces.  They  know  how  to 
close  with  enemies  quickly  and  get 
their  blades  up  close  and  personal. 
When  charging  an  opponent,  a  blood¬ 
sister  of  4th  level  or  higher  does  not 
provoke  attacks  of  opportunity  from 
that  creature  by  moving  through  the 
squares  it  threatens. 

Improved  Two-Weapon  Style  (Ex): 
Starting  at  7th  level,  a  bloodsister 
fighting  with  both  a  short  sword  and 
dagger  receives  a  +1  competence 


bonus  to  all  her  melee  damage. 

Throw  Sword  (Ex):  When  in  desper¬ 
ate  straights,  bloodsisters  throw  their 
swords  like  daggers.  A  bloodsister  of 
6th  level  or  higher  can  throw  short 
swords  without  penalty,  with  a  range 
increment  of  10  feet. 

Sneak  Attack  (Ex):  Bloodsisters  see 
no  reason  to  fight  fair.  They  gang  up 
on  opponents  whenever  possible  and 
often  fight  in  teams.  At  7th  level,  a 
bloodsister  gains  the  ability  to  sneak 
attack  foes.  Any  time  the  bloodsisters 
target  would  be  denied  his  Dexterity 
bonus  to  AC  (whether  he  actually  has 
a  Dexterity  bonus  or  not),  the  blood- 
sister’s  attack  deals  +id6  points  of 
damage.  The  extra  damage  increases 
to  +2d6  at  10th  level.  Should  the 
bloodsister  score  a  critical  hit  with 
a  sneak  attack,  her  extra  damage  is 
not  multiplied. 

It  takes  precision  and  penetration  to 
hit  a  vital  spot,  so  ranged  attacks  can 
only  count  as  sneak  attacks  if  the  tar¬ 
get  is  30  feet  away 
or  less. 

With  a  sap  or  an 
unarmed  strike,  the 
bloodsister  ca 


make  a  sneak  attack  that  deals  subdual 
damage  instead  of  normal  damage.  She 
cannot  use  a  weapon  that  deals  normal 
damage  to  deal  subdual  damage  in  a 
sneak  attack,  not  even  with  the  usual  -4 
penalty,  because  she  must  make  optimal 
use  of  her  weapon  in  order  to  execute 
the  sneak  attack. 

A  bloodsister  can  only  sneak  attack 
living  creatures  with  discernible 
anatomies-undead,  constructs,  oozes, 
plants,  and  incorporeal  creatures  lack 
vital  areas  to  attack.  Additionally,  any 
creature  immune  to  critical  hits  is  simi¬ 
larly  immune  to  sneak  attacks.  Also,  the 
bloodsister  must  be  able  to  see  the  tar¬ 
get  well  enough  to  pick  out  a  vital  spot 


For  Your  Campaign 


This  article  uses  the  Sundered  Realm,  a  por¬ 
tion  of  the  Greyhawk  world  and  the  setting  of 
the  Chainmail  game,  as  its  basis,  but  there’s 
no  reason  why  it  couldn’t  be  used  as  a 
resource  for  other  settings  or  a  campaign 
world  of  your  design,  even  if  you  don’t  use 
drow.  Here  are  a  few  examples  of  what  you 
could  do  to  make  the  material  in  this  article 
suited  to  your  style  of  play: 

•  DMs  running  campaigns  in  the  Greyhawk 
setting  should  have  an  easy  time  incorporat¬ 
ing  House  Kilsek  into  their  game.  Perhaps  the 
house  never  suffered  exile  from  the  leg¬ 
endary  Vault  of  the  Drow  and  now  assists 
other  dark  elves  in  the  Lost  Lands  by  offering 
secret  support  to  the  giant  armies  infesting 
the  Duchy  of  Geoff. 

•  If  you  use  the  Forgotten  Realms  setting, 
consider  using  some  of  the  history  and  the 
prestige  classes  presented  here  as  a  version 
of  what  occurred  to  Drizzt  Do’Urden’s  house. 
Perhaps  some  member  escaped  and  founded 
a  city  beneath  the  war-torn  lands  of  Tethyr. 

•  The  history  and  prestige  classes  pre¬ 
sented  here  could  be  adapted  for  dwarves. 
Perhaps  a  clan  of  belligerent  dwarves  was 
driven  from  its  holdings  after  a  council  of 
elders  determined  that  the  clan  should  be 
held  responsible  for  starting  a  civil  war. 
Driven  to  desperation  in  the  wilds  of  the 
Underdark,  the  clan  took  a  ruined  gith  city  as 
its  own  and  allied  itself  with  kuo-toa. 

For  suggestions  on  how  you  can  use  the 
prestige  classes  presented  in  this  article,  see 
the  For  Your  Character  sidebar. 


WIZARDS’  WORKSHOP 


and  must  be  able  to  reach  a  vital  spot. 
The  bloodsister  cannot  sneak  attack 
while  striking  at  a  creature  with 
concealment  or  by  striking  the  limbs 
of  a  creature  whose  vitals  are 
beyond  reach. 

If  a  bloodsister  gets  a  sneak  attack 
bonus  from  another  source  (such 


NIGHTSHADE 
Class  Requirements 

To  qualify  to  become  a  nightshade,  a  charac¬ 
ter  must  fulfill  all  the  following  criteria: 

Race:  Drow. 

Alignment:  Any  evil. 

Move  Silently:  7  ranks. 

Feats:  Point  Blank  Shot. 

Special:  Must  be  able  to  cast  arcane 
spells. 

Every  nightshade  must  survive  the 
Spider  Queen’s  challenge.  Four  monstrous 
spiders  bite  the  candidate’s  limbs  as  other 
nightshades  hold  him  down.  If  the  venom 
doesn’t  kill  him,  he  can  join  the  nightshades. 

NIGHTSHADE 
Class  Skills 

The  nightshade’s  class  skills  (and  the  key 
abilities  for  each)  are: 

Str:  - 

Dex:  Disable  Device,  Escape  Artist, 

Hide,  Move  Silently,  Open  Lock,  Pick 
Pockets,  Tumble. 

Con:  - 

Int:  Decipher  Script  (exclusive  skill), 
Read  Lips  (exclusive  skill),  Search. 

Wis:  Innuendo,  Listen,  Sense  Motive, 
Spot. 

Cha:  Bluff,  Disguise,  Gather  Information, 
Intimidate,  Use  Magical  Device  (exclusive 
skill). 

Skill  Points  at  Each  Level:  6  +  Int  modi¬ 
fier. 


as  rogue  levels),  the  bonuses  to  dam¬ 
age  stack. 

Mind  of  Steel  (Ex):  Priestesses  of 
Lolth  instruct  the  best  of  the  bloodsis- 
ters  in  mental  techniques  useful  in 
warding  off  hostile  magic.  Starting  at 
8th  level,  a  bloodsister  gains  a  +4 
resistance  bonus  against  mind-affect¬ 
ing  spells. 

Twist  the  Knife  (Ex):  A  bloodsister 
learns  to  inflict  maximum  pain  and 
damage  with  her  weapons.  The  critical 
multipliers  of  the  short  sword  and  dag¬ 
ger  are  increased  to  X3  when  wielded 
by  a  bloodsister  of  gth  or  higher  level. 

Nightshade 

Once  Venrit  decided  to  enter  the 
Godwar,  she  knew  she  would  need 
intelligence  about  her  new  foes.  Getting 
information  about  the  dwarves  and 
gnolls  was  easy  enough,  but  the  fac¬ 
tions  that  made  their  homes  above¬ 
ground  posed  a  few  difficulties.  What 
Venrit  needed  was  a  group  of  skilled 
infiltrators  who  could  operate  in  the 


NIGHTSHADE  ADVANCEMENT 


Base  Attack 

Fort. 

Ref. 

Levels 

Bonus 

Save 

Save 

1st 

+0 

+0 

+2 

2nd 

+1 

+0 

+3 

3rd 

+2 

+1 

+3 

4th 

+3 

+1 

+4 

5rh 

+3 

+1 

+4 

6th 

+4 

+2 

+5 

7th 

+5 

+2 

+5 

8th 

+6 

+2 

+6 

9th 

+6 

+3 

+6 

10th 

+7 

+3 

+7 

bright  sunlight  of  the  surface  world. 
Each  must  be  a  master  of  disguise  and 
stealth,  and  a  friend  of  the  shadows. 

It  was  the  sorceress  lldred  who  gave 
Venrit  the  instrument  she  craved,  lldred 
perfected  the  lost  art  of  “arachthel,”  a 
path  of  stealth  that  relied  on  powers 
granted  from  the  venom  of  spiders. 

The  only  problem:  The  spider  venom 
killed  as  often  as  not.  Venrit  was 
willing  to  pay  the  price,  and  so  the 
Nightshades  were  born.  This  secretive 
group  spies  on  the  surface  nations, 
gathering  information,  spreading  panic 
and  fear,  and  bringing  the  silent  blade 
to  Kilsek’s  foes. 

Class  Features 

All  of  the  following  are  class  features 
of  the  nightshade  prestige  class. 

Weapon  and  Armor  Proficiency: 
Nightshades  are  proficient  with  all 
simple  weapons,  as  well  as  the  sap, 
rapier,  and  short  bow.  Nightshades  are 
proficient  with  light  armor  but  not 
with  shields. 


Save  Special 

+0  Light  adjusted,  web  walker 

+0  Wall  runner 

+1  Sneak  attack  +id6 

+1  Change  self  3/ day 

+1  Poison  immunity 

+2  Sneak  attack  +2d6 

+2  Poison  spittle 

+2  Web  3/ day 

+3  Sneak  attack  +3d6 

+3  Shadow  walk  i/day 


Minatures  painted  by 


DROW  WARRIOR 


DROW  WARRIOR 


KUO-TOA 


DROW  WIZARD 


DISPLACER  BEAST 


92  august  2oo2 


For  Your  Character 


The  prestige  classes  presented  in  this  arti¬ 
cle  need  not  be  for  drow  alone  or  even  for 
evil  characters.  If  one  of  them  interests 
you,  check  with  your  DM  and  see  if  it  can 
be  altered  and  incorporated  into  her  game 
and  your  character.  In  general,  keeping  the 
mechanics  the  same  but  changing  the  name 
or  description  gives  you  a  great  deal  of 
flexibility.  Here  are  a  few  suggestions: 

The  bloodsister  prestige  class  could  be  a 
guild  for  a  group  of  rangers  and  wilderness 
protectors  who  specialize  in  removing 
threats  to  natural  areas.  They  use  special 
sleep  poisons  to  knock  out  most  foes,  but 
repeat  offenders  have  little  hope  of  escap¬ 
ing  the  bite  of  their  two  blades. 

The  nightshades  could  be  a  prestige  class 
for  an  order  of  monks  who  hold  the  qualities 
of  a  spider  in  high  esteem.  They  practice  the 
“spider’s  shadow  style”  of  marital  arts,  and 
its  masters  take  levels  of  the  nightshade 
prestige  class. 

Both  of  the  prestige  classes  could  repre¬ 
sent  special  groups  from  another  race. 
Dwarves  might  call  such  groups  the  hammer 
matrons  and  the  cavern  raiders,  gnomes 
might  call  them  knife  maidens  and  web  run¬ 
ners,  and  other  races  could  create  similar 
names. 


Light  Adjusted  (Ex):  Nightshades  are 
specially  trained  to  operate  above 
ground,  and  this  includes  a  brutal  reg¬ 
imen  to  forcibly  adjust  their  eyes  to 
bright  light.  A  nightshade  does  not 
suffer  from  light  blindness  as  other 
drow  do. 


Web  Walker  (Ex):  A  nightshade  can 
move  through  webs  (both  natural 
and  those  of  the  web  spell)  without 
hindrance. 

Wall  Runner  (Su):  Nightshades  learn 
to  harness  the  spider  blood  in  their 
veins  as  time  goes  by.  Starting  at  2nd 
level,  a  nightshade  can  walk  on  walls 
and  ceilings  as  if  wearing  slippers  of 
spider  climbing.  At  5th  level,  a  night¬ 
shade’s  speed  when  wall  running 
increases  to  30  ft. 

Sneak  Attack  (Ex):  At  3rd  level,  a 
nightshade  gains  a  +id6  sneak  attack. 
Any  time  the  nightshade’s  target  would 
be  denied  her  Dexterity  bonus  to  AC 
(whether  she  actually  has  a  Dexterity 
bonus  or  not),  the  nightshade’s  attack 
deals  +id6  points  of  damage.  The  extra 
damage  increases  to  +2d6  at  6th  level 
and  +3d6  at  gth  level.  Should  the 
nightshade  score  a  critical  hit  with 
a  sneak  attack,  his  extra  damage  is 
not  multiplied. 

It  takes  precision  and  penetration  to 
hit  a  vital  spot,  so  ranged  attacks  can 
only  count  as  sneak  attacks  if  the  tar¬ 
get  is  30  feet  away  or  less. 

With  a  sap  or  an  unarmed  strike,  the 
nightshade  can  make  a  sneak  attack 
that  deals  subdual  damage  instead  of 
normal  damage.  He  cannot  use  a 
weapon  that  deals  normal  damage  to 
deal  subdual  damage  in  a  sneak  attack, 
not  even  with  the  usual  -4  penalty, 
because  he  must  make  optimal  use  of 
his  weapon  in  order  to  execute  the 
sneak  attack. 

A  nightshade  can  only  sneak  attack 
living  creatures  with  discernible 


DRIDER  TROOPER  DROW  WARRIOR  DROW  SOLDIER 


anatomies-undead,  constructs,  oozes, 
plants,  and  incorporeal  creatures  lack 
vital  areas  to  attack.  Additionally,  any 
creature  immune  to  critical  hits  is  sim¬ 
ilarly  immune  to  sneak  attacks.  Also, 
the  nightshade  must  be  able  to  see  the 
target  well  enough  to  pick  out  a  vital 
spot  and  must  be  able  to  reach  a  vital 
spot.  The  nightshade  cannot  sneak 
attack  while  striking  at  a  creature 
with  concealment  or  by  striking  the 
limbs  of  a  creature  whose  vitals  are 
beyond  reach. 

If  a  nightshade  gets  a  sneak  attack 
bonus  from  another  source  (such 
as  rogue  levels),  the  bonuses  to 
damage  stack. 

Change  Self  (Sp):  At  4th  level,  a 
nightshade  can  cast  the  change  self 
spell  three  times  per  day,  with  a 
caster  level  equal  to  his  character 
level. 

Poison  immunity  (Ex):  At  5th  level,  a 
nightshade  becomes  immune  to  poison 
of  all  types. 

Poison  Spittle  (Ex):  At  7th  level,  a 
nightshade  can  secrete  poison-like 
saliva  (injury,  DC  14;  id4  Strength  ini¬ 
tial  and  secondary  damage).  A  night¬ 
shade  can  coat  a  bladed  weapon  with 
this  poison  spittle  as  a  move-equiva¬ 
lent  action. 

Web  (Sp):  At  8th  level,  a  nightshade 
can  cast  the  web  spell  three  times  per 
day  at  a  caster  level  equal  to  his  char¬ 
acter  level. 

Shadow  Walk  (Sp):  At  10th  level,  a 
nightshade  can  cast  the  shadow  walk 
spell  once  per  day  at  a  caster  level 
equal  to  his  character  level.  ® 


DROW  RANGER 


DROW  ARCHER 


WIZARDS’  WORKSHOP 


Preparing  to  Improvise 


Send  your  tips  by  email  to: 
scalemaila>wizards.com 
see  also: 

www.roleplayingtips.com 

Improvisation  is  one  of  the  Holy 
Grails  of  DMing.  When  things  click, 
amazing,  heroic  adventures  seem  to 
come  create  themselves,  and  the  glow¬ 
ing  feeling  you  get  after  the  game  ses¬ 
sion  is  unbeatable.  Improvisation  is  also 
many  DMs’  greatest  fear,  ranking 
somewhere  between  death,  taxes,  and 
public  speaking. 

If  your  palms  get  sweaty  at  the 
thought  of  running  a  game  completely 
on  the  fly,  then  read  on.  As  you  will 
learn,  the  trick  is  in  a  little  pre-game 
preparation-that’s  right,  you  can  (and 
should)  prepare  to  improvise! 

First  off,  a  word  of  encouragement. 
You  can  improvise;  you’ve  got  the  skills 
right  now,  in  fact.  Even  if  you  use  pub¬ 
lished  adventures,  you  already  make 
hundreds  of  decisions  and  conjure  up  a 
plethora  of  new  details  during  every 
game  session.  It’s  the  nature  of  the 
DM’s  job,  and  if  that  job  is  yours,  then 
congratulations,  you  have  what  it  takes 
to  improvise. 

Another  point  to  ponder:  Every 
Dungeon  Master  has  strengths  and 
weaknesses.  Some  are  natural  story¬ 
tellers  but  get  bamboozled  by  the  vol¬ 
ume  of  numbers  during  an  intense 
combat.  Others  are  so  organized  that 
they  can  tell  you  the  population  and 
class  break-down  of  every  village  in 
the  land  with  a  single  keystroke,  but 
they  stumble  when  it  comes  to  vivid 
descriptions  and  plotting.  Most  of  us 
are  somewhere  in  between,  so  I 


encourage  you  to  take  a  moment  and 
make  a  list  of  your  weaknesses, 
because  that  little  bit  of  self  awareness 
might  be  all  you  need  to  make  sure  an 
improvised  session  runs  smoothly. 

Organization  £  Sessions 

While  a  very  small  number  of  DMs  can 
show  up  without  books,  dice,  or  notes 
and  then  provide  an  evening  of  great 
entertainment,  most  of  us  can’t  do  that, 
so  cheat  a  bit  and  prepare  to  improvise 
by  devising  a  few  tools  for  in-game 
use.  See  the  sidebar  for  a  list  of 
resource  possibilities. 

You  also  need  to  prepare  for  note¬ 
taking  during  sessions.  A  major  pitfall 
of  improvisation  is  campaign  consis¬ 
tency.  You  don’t  want  NPC  names  to 
change  mid-game,  past  game  events  to 
be  mis-remembered,  or  good  ideas  to 
slip  away.  Prepare  to  keep  campaign 
notes,  or  have  a  detail-oriented  player 
do  it  for  you. 

Weaving  Stories  £  Adventures 

Running  without  a  pre-planned  story¬ 
line  helps  make  your  adventures  adapt¬ 
able  to  the  group’s  mood,  the  changing 
needs  of  the  characters,  and  unex¬ 
pected  choices  from  the  players.  It 
gives  everyone  more  freedom,  and  it 
can  make  your  sessions  more  enjoyable. 
It  might  also  be  a  DM’s  greatest  worry: 
How  do  you  tell  an  exciting  story  that 
doesn’t  play  like  a  bunch  of  disjointed 
wandering  monster  encounters? 

Although  you  won’t  be  using  a  pre¬ 
planned  plot,  there  are  some  fast 
preparation  tricks  to  help  you  run 
smooth,  well-connected  adventures. 

Outline  a  few  major  campaign  events 
and  villains.  Your  game  world  shouldn’t 


be  static,  nor  should  it  revolve  solely 
around  the  PCs.  This  is  difficult  to  do 
while  making  things  up  as  you  go, 
because  it’s  often  a  struggle  just  react¬ 
ing  to  the  PCs’  actions  and  keeping  one 
step  ahead.  Having  a  short  list  of  the 
significant  current  events  and  villains 
who  are  stirring  things  up  in  your 
world  helps  you  keep  the  big  picture  in 
mind  and  allows  you  to  add  the  details 
that  bring  campaigns  to  life. 

More  importantly,  this  list  can  inspire 
you  to  tie  events  together  as  you  go, 
potentially  turning  a  series  of  improvi¬ 
sations  into  a  cohesive  story.  If  you 
know  the  basic  causes  of  the  world’s 
conflicts,  you  can  provide  a  series  of 


Improvisation  Tools 


1.  Charts  and  tables  from  the  core  rulebooks 

2.  Custom  charts  and  tables. 

3.  Articles  and  ideas  grabbed  from  Dragon 
and  Dungeon  magazines 

4.  Print-outs  from  the  Internet 

5.  Bits  and  pieces  from  your  old  modules 

6.  Copies  of  the  players’  character  sheets 

7.  Computer  software 

8.  Services  at  websites 

9.  Television,  movies,  and  fiction 

10.  Binder,  computer,  notebook,  or  box  to 
organize  your  notes  and  game  materials 

A  quick  tip  about  the  last  point:  It’s  almost 
impossible  to  run  sessions  using  index 
cards,  stickies,  a  laptop,  photocopies,  and 
notebooks  all  at  the  same  time.  Try  to  stick 
to  just  one  organization  method:  laptop, 
binder,  notebook,  or  index  cards. 
Regardless  of  your  choice,  the  point  is  to 
get  to  your  improvisation  tools  quickly  and 
seamlessly  during  play. 


94  august  2oo2 


improvised  adventures  that  lead  to 
this  fundamental  conflict,  providing 
long-term  goals  for  the  players,  conti¬ 
nuity  for  the  campaign,  and  seeds  for 
specific  improvised  sessions  through 
one  technique. 

Make  an  encounter  ideas  list. 
Encourage  the  characters  to  have 
desires  and  goals,  and  use  these  for 
encounter,  story,  and  quest  ideas. 

Study  your  players,  and  learn  what 
they  enjoy  most  about  roleplaying. 
Reflect  on  the  past,  and  think  about  the 
encounters  that  the  group  enjoyed  the 
most.  Take  a  look  at  the  Encounter 
Ideas  Record  Sheet  at  the  end  of  this 
article.  The  five-column  worksheet  pro¬ 
vides  an  easy  way  to  generate 
encounter  ideas  that  have  personal 
connections  to  one  or  more  of  the 
players.  Take  two  minutes  and  brain¬ 
storm  a  few  ideas  before  a  session  gets 
started,  and  add  to  the  sheet  as  an 
adventure  proceeds.  At  the  end  of  a 
session,  jot  down  any  ideas  that  came 
out  of  that  session.  Be  sure  to  cross 
out  the  hooks  you  use  and  refresh  the 
sheet  with  new  ideas  every  so  often. 

Ponder  the  possibilities.  If  you  had 
your  entire  campaign  world  and  all  of 
its  dungeons  memorized,  improvising 
would  be  a  snap.  In  lieu  of  that,  as 
you’re  watching  commercials  or  stand¬ 
ing  in  line,  think  about  the  campaign 
possibilities  of  your  next  session. 

Picture  the  places  the  PCs  could  go,  the 
people  they  could  meet,  and  the  enter¬ 
taining  things  that  could  happen.  You’ll 
be  amazed  at  how  often  you  dip  into 
this  idea  pool  once  you’re  at  the  table, 
and  how  helpful  it  is  to  have  developed 
such  a  pool  in  the  first  place. 

Create  filler  encounters.  Prepare 
some  simple  encounters  that  can  be 
dropped  in  anywhere,  at  any  time,  in 
case  you  get  stuck.  A  wandering  mon¬ 
ster  table  might  work,  but  you  might 
feel  more  confident  having  a  couple  of 
fleshed-out  dungeon,  wilderness,  and 
village/city  encounters  on  hand  for 
emergencies. 

Another  trick  for  great  improvised 
encounters  is  to  flip  through  the  back 
of  your  Monster  Manual  where  crea¬ 
tures  are  indexed  by  CR,  or  open  the 
Dungeon  Master's  Guide  to  the 


encounter  tables  in  Chapter  4: 
Adventures.  Pick  a  few  creatures  in  the 
appropriate  CR  range,  and  read  up  on 
them  so  that  you  can  weave  them  into 
your  game  as  needed.  Dungeon 
Magazine's  new  “Critical  Threats”  fea¬ 
ture  makes  another  great  resource 
because  it  provides  pre-planned 
encounters,  allowing  you  to  focus  on 
improvising  description  and  continuity 
between  encounters. 

Keep  a  number  of  short  adventures 
on  hand.  Short  adventures  are  quick  to 
prepare,  and  they  can  give  a  session  a 
quick  pick-up  should  it  start  to  stall. 

(See  the  last  two  issues  for  more 
advice  on  avoiding  stalls.)  There  are  a 
number  of  mini-modules  available  on 
the  market,  and  there  are  many  web¬ 
sites  and  magazines,  including 
www.wizards.com  and  Dungeon 
Magazine ,  that  feature  short  adven¬ 
tures  and  encounters. 

Read  or  write  fiction,  and  watch 
great  movies  and  shows.  Reading  and 
writing  are  excellent  ways  to  create  a 
pool  of  neat  ideas  to  draw  from  while 
DMing.  Watching  a  good  movie  or  TV 
show  the  night  before  a  session  can 
also  inspire  your  stories. 

Create  a  list  of  plot  hooks  and  story 
ideas.  Create  a  sheet  with  one-line  plot 
ideas  to  stoke  your  creativity  during  a 
session.  If  the  characters  aren’t  taking 
the  lead,  or  if  you  can’t  think  of  what 
to  do  next,  pick  a  plot  hook  and  run 
with  it.  This  is  also  a  great  tool  for  side- 
plot  generation. 

NPCs 

NPCs  are  the  bread  and  butter  of  many 
campaigns,  yet  they  are  often  difficult 
to  create  on  the  fly.  You  can  fall  into  a 
rut  where  all  your  NPCs  seem  similar 
to  one  another  or  you  forget  important 
details  like  names  and  personalities. 
Statistics  are  also  critical  when  combat 
erupts  or  opposed  skill  checks  are 
required.  Fortunately,  there  are  several 
pre-game  preparation  options  available 
to  help  you  improvise  NPCs. 

Create  name  lists.  Use  campaign 
source  books,  name  books,  online  ran¬ 
dom  name  generators,  and  dictionaries 
to  build  a  cheat  sheet  with  male,  female, 
town,  and  racial  names. 


Five  Improv  Organization  Tips 


1.  Number  the  pages  in  your  binder  and  cre¬ 
ate  a  table  of  contents  for  your  cheat  sheets 
and  charts. 

2.  Buy  a  cheap  cardboard  or  plastic  magazine 
file;  keep  your  best  resource  books  together 
in  there  for  easy  access  when  planning  or 
DMing. 

3.  Bookmark  useful  websites  and  organize 
them  under  a  single  folder  called  D&tD  Tools 
with  subfolders  for  NPCs  and  such. 

4.  Sprinkle  labeled  stickies  and  bookmarks  lib¬ 
erally  through  your  reference  books. 

5.  Spend  time  becoming  familiar  with  any 
software  you  plan  on  using  before  the  game. 


Create  personality  lists.  On  your 
name  cheat  sheet,  also  come  up  with  a 
bunch  of  one-line  NPC  personalities 
that  you  can  instantly  apply  to  a  new 
NPC  during  the  game.  Look  no  further 
than  your  Dungeon  Master's  Guide  for 
this.  The  One  Hundred  Traits  chart  in 
Chapter  5:  Campaigns  is  the  perfect 
tool.  You  can  also  draw  inspiration  from 
books,  movies,  and  online  sources  for 
quirks,  behaviors,  and  mannerisms. 

Grab  pre-fabricated  NPCs.  Feel  free 


Maps >  Maps,  Maps 


10  Types  of  Maps  to  Keep  Handy: 

1.  Wilderness 

2.  Caverns 

3.  Dungeons 

4.  Villages 

5.  Cities 

6.  Ruins 

7.  Interiors  of  common  buildings  (taverns,  inns, 
temples,  and  so  on) 

8.  Castles  and  Forts 

9.  Large  Vehicles  (large  ships,  blimps,  and  so 
on) 

10.  Unusual  Environments  (cloud  castles, 
underwater  terrain,  and  so  on) 

5  Sources  Of  Maps: 

1.  Dungeon  Magazine 

2.  Old  modules 

3.  Dragon  Magazine 

4.  Old  campaign  maps 

5.  www.wizards.com  (Check  out  the  Map-A- 
Week  feature  and  the  Dungeon  Magazine  site.) 


WIZARDS’  WORKSHOP 


to  use  pre-made  NPCs  during  the  game 
to  save  you  rime  and  supply  those 
much-needed  statistics.  Your  job  before 
the  game  is  to  check  your  sources  and 
get  things  ready  for  handy  access  at 
the  table. 

Generate,  print  out,  photocopy,  or 
transcribe  NPCs  from  any  source  you 
can  find.  Here’s  a  list  to  get  you  started: 

•  Modules  and  supplements 

•  The  Dungeon  Master's  Guide ,  pages 
48-58 

•  www.wizards.com 

•  The  Character  Generator  disk  from 
the  Players  Handbook 

•  Jamis  Buck’s  Generators  at 
http:/ / www.enworld.org/ generators/ 

•  Dragon  Magazine 

•  Dungeon  Magazine 

•  PC  Gen  Software  at 
http:/  /  pcgen.sourceforge.net/ 

•  Old  campaign  notes 

•  Other  DMs  via  email  and  websites 

Maps 

Nothing  beats  a  map  for  inspiring  and 
guiding  improvised  sessions.  It’s  much 
easier  to  create  interesting  encounters 


with  a  pre-made  map  than  it  is  to 
work  from  a  blank  sheet  of  paper. 
Maps  also  create  basic  campaign  logs 
and  help  play  consistency. 

Go  to  your  sources  and  bookmark  or 
copy  a  bunch  of  maps  for  use  during 
the  game.  Discard  labels  and  other 
names,  or  employ  the  whole  thing  as-is. 

Treasure 

Arbitrary  rewards  and  those  created 
with  a  few  dice  rolls  before  the  players’ 
eyes  can  suck  the  mystery  and  wonder 
right  out  of  your  campaign.  This  is  espe¬ 
cially  true  after  important  battles  or  for 
hoards  found  in  special  places.  The  solu¬ 
tion  is  to  prepare  a  treasure  cheat  sheet. 
Think  up  a  few  things  for  each  category, 
number  them,  and  give  players  these 
numbers  as  they  discover  the  goodies  to 
help  with  tracking.  The  fact  that  you  are 
carefully  tracking  treasure  only  makes 
such  treasure  feel  more  special  to  the 
PCs.  Be  sure  to  refresh  the  sheet  as  the 
characters  gain  levels  as  well. 

Although  it  might  seem  strange,  you 
can  prepare  to  improvise  by  shoring  up 


Treasure 


Items  to  include  on  a  treasure  cheat  sheet: 

1.  Gems  and  jewelry 

2.  Things  found  in  pockets 

3.  Works  of  art  and  items  of  superior  crafts¬ 
manship 

4.  Disposable  magic  items  such  as  potions 
and  scrolls 

5.  Permanent  and  powerful  magic  items 

It’s  a  good  idea  to  mention  a  few  words  about 
the  condition,  container,  appearance,  or  orna¬ 
mentation  of  each  item.  Pre-planned  details  like 
these  can  pay  off  while  improvising. 


any  of  your  weaknesses,  such  as  think¬ 
ing  up  names  or  fleshing  out  NPCs  on 
the  spot.  Before  the  game,  create  a  few 
cheat  sheets,  hints  charts,  and  idea  lists 
to  help  when  you’re  stuck.  Being  organ¬ 
ized  and  knowing  what  your  players  and 
characters  want  goes  a  long  way  too! 
This  preparation  requires  only  a  small 
amount  of  time  (15  minutes  or  so),  and  it 
pays  real  dividends  in  verisimilitude, 
continuity,  and  speed  of  play.  ^ 


Encounter  Ideas  Worksheet 


PLAYER  NAME_ CHARACTER  NAME  PLAYER  HOOKS  PC  GOALS  ENCOUNTER  IDEAS 


2 


a. 


± 


El 


6 


96  august  2oo2 


WIZARDS’  WORKSHOP 


Trouble  at  the  Table 

by  Robin  D.  Laws 


DM:  So,  you  wanted  to  mention 
something  about  how  the  game's 
been  going?  .  .  . 

Oh,  but  wait.  First,  /  wanted  to  tell 
you  all  that  /  left  my  notes  from  last 
session  on  the  bus,  and  /  didn't  like  how 
easily  you  got  out  of  the  Tunnel  of  the 
Minotaur,  so  everything  that  happened 
last  session  is  a  dream  sequence,  and 
you  need  to  give  all  your  experience 
points  back.  Now,  there  was  a  point 
you  wanted  to  make? 

Last  rime,  we  began  a  series  showing 
players  how  to  use  real-world  negotiat¬ 
ing  techniques  to  rescue  campaigns 
from  impending  doom.  We  showed  you 
how  to  handle  problems  with  the  DM  or 
other  players  by  following  these  steps: 

1.  Identify  the  problem. 

2.  Identify  the  problem’s  causes. 

3.  Figure  out,  and  learn  to  respect, 
the  other  person’s  point  of  view. 

4.  Solve  the  other  problem  person’s 
another  way. 

5.  Present  the  problem,  with  a  pos 
sible  solution. 

6.  Be  prepared  to  compromise. 

This  month,  we’re  going  to  focus  on 
step  one. 

Because  the  people  who  make  up 
every  play  group  are  different,  no  two 
problems  are  exactly  alike-but  if 
things  are  going  wrong  and  you  can’t 
quite  say  why,  check  the  following  list 
of  common  dilemmas  to  see  if  they 
ring  any  bells. 

Expectation  Caps 

We  all  have  different  tastes  as  to  what 
makes  the  best  game  session.  This  is 
by  far  the  most  common  problem 


bedeviling  roleplaying  groups.  You  can 
sum  it  up  as  “I’d  like  slightly  less  X  in 
the  game  and  slightly  more  Y.” 

Your  DM  might  be  tailoring  the 
game  to  her  own  tastes.  She  might  not 
have  thought  to  balance  its  content  to 
the  tastes  of  her  players,  might  not  be 
interested  in  doing  so,  or  might  want 
to  without  knowing  quite  how. 

Maybe  the  DM  is  already  pitching 
her  sessions  to  the  general  tastes  of 
her  group;  it’s  just  that  your  tastes  are 
out  of  sync  with  everyone  else’s. 

Favoritism 

Some  DMs,  especially  in  beginning 
groups,  tend  to  favor  a  player  with 
whom  they  already  have  a  close 
friendship.  Often  this  is  unconscious. 
This  can  be  a  tough  problem  to  deal 
with.  If  you’re  not  careful,  you  can 
offend  the  DM  and  the  beneficiary  of 
her  favoritism.  You  never  want  to 
seem  like  you’re  questioning  or  attack¬ 
ing  their  friendship.  Make  clear  that  all 
you  want  to  do  is  adjust  the  effect 
that  it’s  having  on  the  game. 

Your  DM  might  have  good  inten¬ 
tions  in  favoring  a  player.  She  might 
be  giving  a  reluctant  participant  an 
easier  time  of  it,  hoping  he’ll  get 
hooked  on  gaming  and  later  become  an 
equal  member  of  the  group.  Be  sensi¬ 
tive  to  this.  However,  if  it  goes  on 
forever,  you  have  a  right  to  object. 
Again,  tread  very  carefully.  Be  sym¬ 
pathetic,  not  confrontational. 

When  the  DM  is  romantically 
involved  with  a  player,  things  can  get 
especially  tricky.  Depending  on  how 
well  you  know  the  people  involved  and 
how  sensitive  they  are  to  criticism, 
you  might  want  to  wait  to  see  if  the 


problem  solves  itself  before  wading  in. 
You  don’t  want  to  lose  a  friendship 
over  a  D&tD  campaign.  Then  again, 
the  couple  might  prove  to  be  the  very 
souls  of  reason  once  you’ve  brought 
the  matter  to  their  attention.  It’s  a 
judgment  call,  and  a  difficult  one  at 
that. 

PCs  In  NPCs’  Clothing 

DMs  can  also  show  favoritism  toward 
their  own  NPCs.  Beware  if  the  DM 
adds  a  member  to  your  party,  espe¬ 
cially  if  he’s  one  of  the  DM’s  own  past 
PCs  or  strongly  resembles  one.  Your 
DM  is  trying  to  have  her  cake  and  eat 
it,  too,  being  both  player  and  game 
referee.  This  problem  often  requires 
use  of  the  diplomacy  skills  we’ll  be 
presenting  in  future  installments. 

Specialty  Trampling 

The  D&tD  rules  are  carefully  designed 
to  protect  the  specialties  of  the  vari¬ 
ous  character  classes.  If  you’ve 
devoted  several  levels  worth  of  skill 
ranks  and  feat  slots  to  becoming  the 
group’s  strongest  hitter  or  sneakiest 
rogue,  you  don’t  want  another  PC, 
with  other  specialties  of  his  own,  to 
come  along  and  outshine  you  in  your 
chosen  area.  Unbalanced  feats,  spells, 
prestige  classes,  or  magic  items,  often 
of  the  DM’s  creation,  can  wreak  havoc 
on  the  balance  of  power  within  a 
party.  Unlike  other  problems  men¬ 
tioned  here,  there  isn’t  much  of  a  per¬ 
sonal  component  to  this  one.  The  DM 
probably  hasn’t  considered  the  prob¬ 
lem  from  your  point  of  view.  Ask  her 
to  either  change  the  nature  of  the 
other  PC’s  ability  or  item  so  that  it 
doesn’t  infringe  on  your  territory,  or 


98  august  2oo2 


request  a  compensating  boon  to  boost 
your  abilities  so  you’re  once  again  best 
at  what  you  chose  to  do. 

Spotlight  Hogging 

If  you  assemble  a  small  group  of  peo¬ 
ple  for  any  reason  and  set  them  to 
talking,  some  inevitably  take  a  greater 
part  in  the  discussion  than  others.  A 
person  can  attract  an  unequal  share  of 
attention  through  wit,  innate  charisma, 
mastery  of  the  subject  matter,  or 
through  simple  nonstop  talking. 

Dominating  personalities  get  more 
than  their  share  of  attention  at  the 
gaming  table,  too.  If  a  player  is  grab¬ 
bing  more  than  his  share  of  the  DM’s 
attention,  no  matter  what  the  means, 
you’re  absolutely  within  your  rights  to 
try  to  take  some  of  that  territory 
back.  Your  DM  might  be  unaware  of 
the  problem  or  the  extent  to  which  it’s 
bothering  you.  In  this  case,  pointing 
out  the  problem  is  only  half  the  battle. 
You  and  your  DM  will  have  to  keep 
reminding  the  hog  to  cool  it.  Few 
overbearing  individuals,  whether 
charming  or  obnoxious,  are  able  to 
turn  it  on  and  off  like  a  light  switch. 
Their  habits  are  just  as  ingrained  as 
the  shy  person  who  instinctively  heads 
for  the  corner  in  unfamiliar  situations. 
Once  alerted,  your  DM  might  be  will¬ 
ing  to  interrupt  him  or  call  on  others 
as  necessary.  In  some  cases,  you 
might  need  to  step  out  of  character  to 
politely  but  firmly  remind  the  player 
that  he’s  getting  out  of  hand.  Most 
dominating  personalities-the  ones  you 
want  to  hang  out  with,  anyway-are 
ruefully  aware  of  their  bad  habits,  and 
sheepishly  back  off  when  you  call 
them  on  it. 

Wrapping  Up 

Whether  your  problem  is  common,  and 
listed  above,  or  unique  unto  your 
group,  you  can  always  gain  by  under¬ 
standing  your  DM’s  style  and  how  it 
affects  the  choices  she  makes-which 
we’ll  talk  about  next  month. 

You:  Hmm,  where  do  I  begin?  ® 


/UJMAT  HAPPENED?^ 
THE  LAST  TMM&I 
REMEMBER  UASBETm 
A  SMPXEEP  TlttT  [  COUP 

WNKHS'VfATHMSH 
WOTH-WaSM'  EVENT 

K  rr  was  on  hri.  A 


r  I  TRIED  \ 
TO  EJECT  A 

jiVtf*fi  A6AMST 

ssruwwrv^ 


f  1  WONDER  >! 
HOW  THEY  TELL1 
WHEN  THEY  NEED 
,  TO  DUST  FOR  . 
\  COBWEBS?  / 


OUR  GODDESS 


f  FOUND  GUILTY  OF  THE  1 
DESTRUCTION  OF  A  PETTY'S 
PROPERTY.  BEFORE  I  PASS 
SENTENCE,  DO  YOU  NAVE 
vm™*&  TO  SAYNYOURJ 
DEFENSE?  Z 


4  JUST  LOOK  > 
HERE,  THIS  TEXT 
l  PtSCRBESA  . 
>  PERSON  SHE  < 
WrFlMPOF1 
WTEftlSTGNEN 
l  HER  SOLITARY  . 
VeOSTENCEy 


WELL,  YfA 
TAPPED. 


s  TIIStSNT  > 

mm.  mum. 

GET  YOUR  ELASTIC 
BUTT  AND  THE 

BIGGEST  GUN  YOU 

,  HAVE  DOWN  HERE  , 


^OH.  STOP  PUMNG  HARP  TO  GET!'" 
IlL  MAKE  SURE  THAT  YOUR  SPIDER-SENSE 
. _ tSNT  THE  ONIV  THWG  iTNGLWGf 


JWD  AFTER  THE  RESULTW&Nt 
CONFUSION,  I  RAIDED  THE  TAVERN  AM?  \ 
TOOK  YOU  BELOW  TO  FACE  JUPGMWT 
YOU  HAVE  SEEN  FOUNPmiY  IN 
ASarmOF  THE  WANTON  DEOTCTTON 
V  OF  UK.TH'S  SINPIB  SHIP  > 


couldcalut  \  you  are  to  se 

EVENSNCEMOSr  I  TAKEN  TO  OUR 
OF  THE  LOOT  WE  CITADEL  TO&E 
HAULED  SACK  JL  SMTWCIO! 
DISSOLVED  ONCE 


IBJICKYSITOLI  THAN  THAT.  YOU  DP 
6flP^SSft>  I  MANAGE  TO  MAKE  HER 

KASO0M  A  FXTftflflflPIHftff  It  V 

too?  y\  angry  though  > 


r  MADAM  JUSTICE,  ^ 
F  fT  PLEASE  THE  COURT  J 

might  have  knowledge 

THAT  LOLTH  MIGHT  TAKE  II 
EXCHANGE  FOR  OUR 

k.  TRANSGRESSIONS.  X 


— 


loo  august  2oo2 


WIZARDS’  WORKSHOP 


Battle  Realms 


The  Dragon  controlled  the  mighti¬ 
est  empire  in  the  world,  but  then, 
in  a  single  season,  they  slipped 
from  empire  ...  to  clan  ...  to  noth¬ 
ing  at  all.  The  Horde,  an  unknowable, 
unbeatable  tide  of  death,  swept  over 
the  Dragon,  laying  waste  to  their 
finest  warriors  in  a  single  battle  and 
sending  the  rest  of  the  clan  into 
retreat  for  six  long  months. 

Finally,  when  they  reached 
the  sea  and  could  run  no 
more,  the  master  of  the  clan 
summoned  the  spirit  of  the 
Dragon  itself.  Winds  shrieked, 
seas  raged,  fields  rent,  and  the 
world  was  broken.  The  master  of  the 
Dragon  clan  disappeared  into  the  ele¬ 
mental  fury,  and  the  Horde  with  him. 
The  people  were  saved. 

Although  the  people  survived, 
the  clan  could  not.  The  Dragons 


by  Clifford  Horowitz 


greatest  warriors  were  dead,  its  ruling 
line  consumed,  and  its  few  remaining 
heroes  were  left  divided  and  fighting 
against  each  other.  The  Dragon  died  that 
day,  replaced  with  the  Serpent,  a  wan 
and  corrupt  shadow  of  the  Dragons  for¬ 
mer  greatness. 

Such  times  cry  out  for  heroes  and 
dreamers,  and  such  a  cry  is  answered 
by  Kenji,  last  of  the  Dragon  clan  nobility, 
and  your  character  in  Battle  Realms,  a 
roleplaying,  real-time  strategy  game  that 
sets  the  task  of  restoring  the  greatness 
of  the  Dragon  upon  your  shoulders.  As 
Kenji,  you  must  wander  the  foreign  lands 
that  have  become  home  to  the  Serpent, 
reunite  with  the  heroes  who  served 
your  father,  and  fight  against  the  ene¬ 
mies  of  your  dying  clan.  For  the  hope 
you  bring  them,  peasants  will  flock  to 
your  banner,  harvest  rice,  gather  water, 
capture  wild  horses,  and  build  up  their 
towns.  Yet  the  task  before  you  is  too 
great  even  for  the  mighty  heroes  of  the 
Dragon  to  shoulder  alone.  You  must 
revive  the  ancient  fighting  styles  of  the 
Dragon  masters  and  set  your  peasants 
to  learning  them.  With  this  army  at  your 
back,  you  might  yet  be  able  to  stand 
against  the  twisted  sorcerers  of  the 
Lotus  clan,  their  feral  escaped  slaves, 
the  Wolf  clan,  and  perhaps  even  the 
Horde  itself. 

What  distinguishes  Battle  Realms  from 
other  real-time  strategy  games  is  what 
its  designers  have  dubbed  “liquid 
resources.”  The  things  you  produce  and 
harvest  can  be  used  in  a  multitude  of 
ways.  Water  is  used  to  nourish  troops  in 
training,  vital  in  construction,  and  the 
only  thing  that  puts  out  the  flames  of  a 
burning  building.  The  horses  you  capture 
and  domesticate  can  be  given  to  soldiers 
to  make  cavalry,  or  they  can  be  put  in 


lo2  august  2oo2 


the  fields  with  the  peasants  to  increase 
efficiency.  The  uses  for  resources  far 
outstrip  their  availability,  forcing  you  to 
make  tactical  decisions  for  their  alloca¬ 
tion  at  every  turn. 

The  setting  presented  in  Battle  Realms 
could  be  the  basis  of  an  entire  cam¬ 
paign,  and  many  of  its  elements  could 
find  places  in  your  games.  Some  of  the 
most  interesting  of  these  elements  are 
the  gems  of  the  Dragon  empire:  its 
enlightened  fighters.  These  prestige 
classes  are  suitable  for  any  campaign 
with  a  little  work,  but  obviously,  they 
are  right  at  home  in  an  Oriental 
Adventures  campaign. 

Kabuki  Warrior 

For  the  Dragon,  combat  and  war  are 
forms  of  art,  not  cold  disciplines. 
Warriors  of  the  Dragon  clan  view  com¬ 
bat  as  an  outlet  for  passion  and  an 
opportunity  for  expression.  None 
embody  this  philosophy  better  than  the 
kabuki  warriors.  These  soldiers  are  equal 
parts  fighter  and  entertainer.  In  times  of 
peace  they  use  their  talents  to  amuse 
those  around  them  with  feats  of  acro¬ 
batics,  sleight  of  hand,  illusions,  and  sto¬ 
ries.  These  skills  are  not  wasted  when 
conflict  arises.  Dressed  in  garish  cos¬ 
tumes  with  wild  hair  and  even  wilder 
face  paint,  kabuki  warriors  take  the  field 
of  battle  with  a  smile  on  their  faces  and 
a  quip  on  their  tongues,  often  juggling 
items  in  one  hand  as  they  leap  and  slash 
at  their  opponents. 

The  kabuki  warrior  melds  martial  skill 
and  theatrics  into  a  dazzling,  confusing 
display  that  tricks  opponents  into  making 
mistakes-errors  the  kabuki  warrior  is 
quick  to  exploit  with  vicious  brutality. 
Many  fear  the  humiliation  that  they  could 
suffer  in  fighting  these  warriors  more 
than  they  fear  the  injuries  they  risk. 

The  eclectic  requirements  of  the 
kabuki  warrior  code  and  fighting  style 
requires  a  broad  knowledge  of  combat, 
magic,  and  acrobatics.  Most  kabuki 
warriors  are  bards  or  multiclassed 
bard/fighters.  Some  multiclassed  sor¬ 
cerer/rogues  join  the  order,  and 
monk/illusionists  are  fairly  common. 
Single-classed  kabuki  warriors  are 
rare  and  usually  come  from  the 
wizard  class. 


Class  Features 

All  of  the  following  are  features  of  the 
kabuki  warrior  prestige  class. 

Weapon  and  Armor  Proficiency:  The 
kabuki  warrior  is  proficient  in  all  martial 
weapons,  but  no  armor  or  shields. 

Canny  Defense  (Ex):  When  wearing 
no  armor  or  shield,  the  kabuki  warrior 
adds  his  Intelligence  bonus  to  his  Armor 
Class.  Should  the  kabuki  warrior  lose 
his  Dexterity  bonus,  he  loses  this  bonus 
as  well. 

Clowning  (Ex):  As  a  master  of  per¬ 
forming  arts,  the  kabuki  warrior  gains  a 
+2  competence  bonus  to  his  Bluff, 
Perform,  and  Tumble  checks. 

Sneak  Attack:  At  2nd  level,  a  kabuki 
warrior  gains  the  ability  to  sneak  attack 
foes  (see  the  Rogue  section  in  Chapter 
3  of  the  Players  Handbook ).  He  gains 
+id6  damage  at  2nd  level,  and  an  addi¬ 
tional  id6  every  three  levels  there¬ 
after.  If  a  kabuki  warrior  gets  a  sneak 
attack  bonus  from  another  source 
(such  as  rogue  levels),  the  bonuses  to 
damage  stack. 

Taunt  (Su):  With  a  combination  of  cut¬ 
ting  jibes  and  frustrating  defense,  the 
kabuki  warrior  can  enrage  his  oppo¬ 
nents,  driving  them  to  become  wild  and 
sloppy.  Once  per  day  at  3rd  level,  the 
kabuki  warrior  can  make  a  Bluff  check 
opposed  by  a  melee  opponents  Sense 
Motive  roll.  If  the  kabuki  warrior  suc¬ 
ceeds,  the  opponent  falls  victim  to  her 
own  temper  and  suffers  a  -2  morale 
penalty  to  all  attack  rolls  and  AC  for  a 
number  of  rounds  equal  to  the  kabuki 
warriors  Charisma  bonus  +1.  Characters 
with  the  ability  to  rage  (such  as  barbar¬ 
ians)  who  are  four  levels  higher  than  the 
kabuki  warrior  are  immune  to  this  ability. 
At  6th  level,  the  kabuki  warrior  can 


For  Your  Campaign 


The  prestige  classes  from  Battle  Realms  fit 
well  into  an  Oriental  Adventures  campaign, 
and  with  a  little  modification,  they  can  be  a 
part  of  any  campaign  world. 

•  The  dragon  warriors  could  be  just  that: 
warriors  who  devote  themselves  to  the 
service  of  red  dragons.  These  warriors  gain 
powers  as  the  mystic  bond  with  the  dragon 
they  serve  grows  stronger. 

•  The  kabuki  warrior  could  be  a  prestige 
class  for  a  kind  of  warrior-jester.  Perhaps  a 
secret  organization  of  “fools”  provides 
guardians  and  advisors  to  the  royalty  of  a 
nation  in  your  campaign. 

•  The  dragon  warrior  and  kabuki  warrior 
could  be  two  opposing  mystic  orders:  one 
devoted  to  the  wild  expression  of  feelings; 
the  other  devoted  to  controlling  emotion. 


KABUKI  WARRIOR 
Class  Requirements 

To  qualify  to  become  a  kabuki  warrior,  a 
character  must  fulfill  all  the  following  criteria: 
Base  Attack  Bonus:  +5  or  better. 

Bluff:  5  ranks. 

Perform:  5  ranks. 

Tumble:  3  ranks. 

Feats:  Dodge,  Expertise,  Mobility, 

Spring  Attack. 

Special:  The  ability  to  cast  three  Illusion 
spells. 

KABUKI  WARRIOR 
Class  Skills 

The  kabuki  warrior’s  class  skills  (and  the  key 
abilities  for  each)  are: 

Str:  Jump. 

Dex:  Balance,  Escape  Artist,  Tumble. 
Con:  Concentration. 

Int:  Alchemy,  Craft  (any). 

Wis:  Sense  Motive. 

Cha:  Bluff,  Perform. 

Skill  Points  at  Each  Level:  2  +  Int  modifier. 


KABUKI  WARRIOR  ADVANCEMENT 


r~ 


Base  Attack 

Fort. 

Ref. 

Will 

If 

Levels 

Bonus 

Save 

Save 

Save 

Special 

1st 

+0 

+0 

+2 

+2 

Canny  defense,  clowning 

2nd 

+1 

+0 

+3 

+3 

Sneak  attack  +id6 

3rd 

+2 

+1 

+3 

+3 

Taunt  i/day 

4th 

+3 

+1 

+4 

+4 

Stardust  1/ day 

5fh 

+3 

+1 

+4 

+4 

Sneak  attack  +2d6,  expert  clowning 

6th 

+4 

+2 

+5 

+5 

Taunt  2/day 

7th 

+5 

+2 

+5 

+5 

Stardust  2/day 

8th 

+6 

+2 

+6 

+6 

Sneak  attack  +3d6 

9th 

+6 

+3 

+6 

+6 

Taunt  3/day 

10th 

+7 

+3 

+7 

+7 

Stardust  3/day,  master  clowning 

WIZARDS’  WORKSHOP 


taunt  twice  per  day.  At  gth  level,  he  can 
taunt  three  times  per  day. 

Stardust  (Sp):  The  kabuki  warrior  can 
summon  shimmering  streams  of  sparkles 
that  dance  about  him  as  he  twirls  and 
spins.  This  dazzling  display  is  bright  and 
confusing,  blurring  the  kabuki  warriors 
form  and  making  it  difficult  to  ascertain 
his  exact  position. 

This  effect  lasts  for  a  number  of 
rounds  equal  to  the  kabuki  warriors 
Charisma  bonus  +1.  During  this  time,  he 
gains  a  circumstance  bonus  to  his 
Armor  Class  equal  to  his  Charisma 
bonus  +1.  At  7th  level  the  kabuki  warrior 
can  perform  this  ability  twice  per  day, 
and  at  10th  level  he  can  perform  it  three 
times  per  day. 

Creatures  who  cannot  see  the 
lights  are  not  distracted  by  them. 

Expert  Clowning  (Ex):  At  5th  level, 
the  kabuki  warriors  mastery  of 
performance  and  understanding  of 
the  human  reaction  has  reached  the 
point  where  he  gains  a  +4  competence 


bonus  to  Bluff,  Tumble,  and  Perform 
checks. 

Additionally,  he  can  use  the  Bluff  skill 
in  combat  to  feint  and  apply  the  result  to 
all  opponents  within  10  feet.  Roll  once 
and  apply  that  single  result  to  all  appli¬ 
cable  targets. 

Master  Clowning  (Ex):  By  10th  level, 
the  kabuki  warrior  is  a  master  of  show¬ 
manship.  He  can  use  the  Bluff  skill  to 
feint  in  combat  as  a  move-equivalent 
action,  applying  the  result  to  all  crea¬ 
tures  within  10  feet. 

Dragon  Warrior 

The  rank  and  file  of  the  Dragon  clans 
troops  are  taken  from  peasantry,  the 
ancient  tradition  of  warriors  coming  only 
from  noble  stock  dead  along  with  the 
empire.  However,  masters  of  the  train¬ 
ing  halls  still  watch  for  students  with  the 
unmistakable  passion  that  can  only  mean 
they’ve  touched  the  spirit  of  the  Dragon 
and  taken  it  into  their  hearts.  These 
exceptional  individuals  are  separated 


from  the  others  and  put  through  a 
unique  training  regimen  that  relies  heav¬ 
ily  on  meditation  and  self-mastery. 

Those  who  emerge  take  the  field  as 
dragon  warriors. 

Strange  combinations  of  berserker 
fury  and  monk  mysticism,  dragon  war¬ 
riors  are  a  people  apart.  They  carry 
within  them  the  seething  power  of  the 
dragon,  and  its  stormy  urges  make  them 
somewhat  capricious.  Yet  to  contain  and 
truly  harness  this  power  requires 
immense  discipline,  which  reins  in  their 
more  outlandish  urges.  While  they  might 
seem  calm  at  a  distance,  with  muted 
body  language  and  soft  speech,  up  close 
their  voices  betray  hints  of  strain,  and 
their  small  movements  tremble  to 
become  more.  They  appear  locked  in  an 
eternal,  invisible  struggle,  and  indeed, 
they  are.  The  only  time  they  let  go  com¬ 
pletely  is  in  battle,  where  they  release 
the  Dragon  in  all  its  fury,  roaring  like  a 
storm  as  their  giant  swords  cut  through 
the  opposition  in  a  torrent  of  steel. 

Monks  and  barbarians  who  have  for¬ 
saken  their  former  lives  often  take  up 
the  dragon  warrior  path  for  its  familiar¬ 
ity.  Fighters,  rangers,  and  martially 
minded  clerics  are  also  common. 

Class  Features 

All  of  the  following  are  class  features  of 
the  dragon  warrior  prestige  class. 

Weapons  and  Armor:  Dragon  war¬ 
riors  gain  no  new  proficiency  with 
weapons,  armors,  or  shields.  Wearing 
armor  inhibits  the  dragon  warrior’s  con¬ 
nection  with  the  spirit  of  the  Dragon, 
and  a  dragon  warrior  who  dons  armor 
loses  access  to  all  her  dragon  warrior 
class  abilities.  All  such  abilities  return  to 
the  dragon  warrior  as  soon  as  the 
armor  is  removed. 

Body  of  Soul  (Su):  The  dragon  war¬ 
rior’s  first  step  in  harnessing  the  power 
of  the  Dragon  is  to  quell  it  completely. 
Until  they  come  to  grips  with  the  roiling 
rages  that  now  reside  in  their  hearts, 
those  first  touched  by  the  Dragon  must 
either  quell  the  spirit  or  be  consumed 
by  it.  However,  in  burying  the  essence 
of  the  Dragon  within  themselves,  the 
fledgling  dragon  warriors  learn  an  inner 
strength  so  intense  that  it  radiates  out¬ 
ward.  As  a  result,  dragon  warriors  add 


lo4  august  2oo2 


their  Wisdom  bonus  to  their  hit  points  at 
each  dragon  warrior  level.  Wisdom 
damage  or  drain,  depletes  these  extra 
hit  points. 

Chi  Shield  (Su):  The  intense  meditation 
continues,  as  does  the  growth  of  the 
dragon  warriors  power.  By  this  point, 
the  energy  of  the  Dragon  has  soaked  the 
dragon  warrior  through  with  mystical 
power,  imbuing  her  with  supernatural 
toughness.  At  2nd  level,  the  dragon  war¬ 
rior  gains  a  deflection  bonus  to  Armor 
Class  equal  to  her  Wisdom  modifier. 

At  5th  level,  the  resilience  of  the  war¬ 
rior  increases,  and  she  gains  damage 
reduction  1/-. 

At  8th  level,  the  essence  of  the 
Dragon  has  so  thoroughly  permeated  the 
warrior  that  her  mind  and  body  share 
the  same  infallible  staying  power.  The 
dragon  warriors  damage  reduction 
increases  to  2/-,  and  she  develops  spell 
resistance  equal  to  10  +  her  Wisdom 
modifier. 

Dragon’s  Fire  (Su):  At  3rd  level,  the 
dragon  warrior  learns  the  first  outward 
means  of  expressing  the  Dragons  rage. 
Using  her  sword  as  a  focus  for  the 
power,  the  warrior  learns  to  make  the 
giant  blade  more  than  a  metaphorical 
representation  of  the  Dragons  fiery 
breath.  As  a  free  action,  the  dragon 
warrior  can,  once  per  day,  imbue  a 
greatsword  she  wields  with  the  flaming 
magic  weapon  enhancement  (see  the 
Dungeon  Masters  Guide).  As  long  as  the 
weapon  is  held  in  her  hands,  the 
enhancement  lasts  for  a  number  of 
rounds  equal  to  the  dragon  warriors 
level  plus  her  Wisdom  modifier.  At  6th 
level,  the  dragon  warrior  can  use 
dragons  fire  twice  per  day,  and  at  9th 
level,  the  warrior  can  use  the  ability 
three  times  per  day. 

Dragon’s  Fury  (Ex):  A  4th-level 
dragon  warrior  finally  learns  the  rudi¬ 
ments  of  letting  the  Dragon  flow  through 
herself.  By  allowing  a  bit  of  the  Dragon’s 
essence  out  of  her  tightly  controlled 
heart,  the  dragon  warrior  can  throw 
herself  into  a  mystically  induced  rage. 
This  rage  lasts  a  number  of  rounds  equal 
to  the  dragon  warrior’s  Wisdom  bonus, 
but  in  all  other  respects  it  is  identical  to 
a  barbarian’s  rage  ability.  While  so 
enraged,  the  dragon  warrior  loses  her 


chi  shield,  as  the  spiritual  energy  is 
shunted  from  protection  to  offense.  The 
dragon  warrior  can  use  dragon’s  fury 
twice  per  day.  If  the  dragon  warrior  has 
rage  from  some  other  source,  its 
bonuses  do  not  stack  with  those  pro¬ 
vided  by  the  dragon’s  fury  ability. 

Dragon’s  Grip  (Ex):  At  7th  level,  the 
dragon  warrior  learns  to  wrap  herself  in 
the  power  of  the  Dragon.  No  longer  sim¬ 
ply  inspired  by  it,  she  can  now  totally 
immerse  herself  in  it.  When  she  uses  the 
dragon’s  fury  ability,  she  now  gains  a  +6 
to  her  Strength  and  Constitution  and  a 
+3  to  all  Will  saves.  This  increases  the 
bonus  hit  points  to  3  per  character  level. 
In  addition,  the  dragon  warrior  can  use 
the  dragon’s  fury  ability  3  times  per  day 
and  no  longer  loses  her  chi  shield  abili¬ 
ties  while  raging. 

Dragon’s  Release  (Ex):  At  the  pinnacle 
of  her  development,  the  dragon  warrior 
becomes  an  avatar  of  the  great  Dragon 
spirit.  She  no  longer  channels  its  power 
when  enraged,  but  she  becomes  more 
like  a  direct  gateway  for  the  primal  force 
to  act  upon  the  world. 

When  the  warrior  uses  the  dragon’s 
fury  ability,  she  gains  a  +8  to  both 
Strength  and  Constitution  and  a  +4  to 
Will  saves.  This  increases  the  bonus  hit 
points  to  4  per  character  level.  In  addi¬ 
tion,  she  can  use  the  dragon’s  fury  abil¬ 
ity  4  times  per  day. 

While  her  dragon’s  fury  lasts,  her 
sword  bursts  into  supernatural  flames, 
granting  the  weapon  the  flaming  magic 
weapon  enhancement,  as  per  the 
dragon’s  fire  ability.  If  the  dragon  war¬ 
rior  chooses  to  use  her  dragon’s  fire 
ability  while  so  enraged,  her  weapon  is 
treated  as  though  it  also  has  the  flaming 
burst  magic  weapon  enhancement.  QJ 


For  Your  Character 


If  the  prestige  classes  from  Battle  Realms 
sound  like  fun  to  you,  ask  your  DM  if  she’ll 
include  them  in  her  campaign  and  allow  you  to 
take  one  or  both.  Here  are  some  ideas  for  how 
your  character  might  use  them: 

•  Your  character  has  always  been  a  screw  up. 
Called  clumsy  and  a  clown  throughout  life, 
your  PC  has  decided  to  take  those  weaknesses 
and  make  them  into  strengths  by  becoming  a 
kabuki  warrior. 

•  Your  character  comes  from  a  family  cursed 
with  terrible  tempers  that  cause  them  to  lash 
out  and  wound  those  they  love.  Many  relatives 
have  given  in  to  the  rage  and  taken  up  the  bar¬ 
barian  life,  but  your  PC  has  tried  to  control  it. 
Your  character  is  always  on  the  verge  of  dis¬ 
astrous  anger,  but  that  struggle  has  given  the 
PC  the  powers  of  the  dragon  warrior. 


DRAGON  WARRIOR 
Class  Requirements 

To  qualify  to  become  a  dragon  warrior,  a 
character  must  fulfill  all  the  following  criteria: 

Alignment:  Any  nonchaotic,  nonlawful. 
Dragon  warriors  who  become  lawful  or 
chaotic,  lose  all  dragon  warrior  class  abili¬ 
ties. 

Base  Attack  Bonus:  +6  or  better. 
Concentration:  3  ranks. 

Knowledge  (Religion):  3  ranks. 

Feats:  Iron  Will,  Toughness,  Weapon 
Focus  (greatsword). 

DRAGON  WARRIOR 
Class  Skills 

The  dragon  warrior’s  class  skills  (and  the 
key  abilities  for  each)  are: 

Str:  Climb,  Jump,  Swim. 

Dex:  Ride. 

Con:  Concentration. 

Inf:  Knowledge  (religion). 

Wis:  - 

Cha:  Intimidate. 

Skill  Points  at  Each  Level:  2  +  Int  modifier. 


DRAGON  WARRIOR  ADVANCEMENT  —  „■  ■  „  — 

Base  Attack 

Fort. 

Ref. 

Will 

Levels 

Bonus 

Save 

Save 

Save 

Special 

1st 

+1 

+2 

+0 

+2 

Body  of  soul 

2nd 

+2 

+3 

+0 

+3 

Chi  shield  (deflection  bonus) 

3rd 

+3 

+3 

+1 

+3 

Dragon’s  fire  i/day 

4th 

+4 

+4 

+1 

+4 

Dragon’s  fury  2/day 

5fh 

+5 

+4 

+1 

+4 

Chi  shield  (damage  reduction  1/-) 

6th 

+6 

+5 

+2 

+5 

Dragon’s  fire  2/day 

7th 

+7 

+5 

+2 

+5 

Dragon’s  grip  (dragon’s  fury  3/day) 

8th 

+8 

+6 

+2 

+6 

Chi  shield  (damage  reduction  2/-,  spell  resistance) 

9th 

+9 

+6 

+3 

+6 

Dragon’s  fire  3/day 

10  th 

+10 

+7 

+3 

+7 

Dragon’s  release  (dragon’s  fury  4/day) 

©  2002  Shetland  Productions  john@kovalic.com  http://wvnv.dorktower.com 


lo6  august  2oo2 


WIZARDS’  WORKSHOP 


by  Skip  Williams 


Email  your  questions  to: 

thesagea>wizards.com 

Join  the  Sage  this  month  as  he  contin¬ 
ues  last  month’s  look  at  Masters  of  the 
Wild  and  moves  on  to  consider  a  few 
magical  mysteries. 

The  sidebar  on  page  31  in  Masters  of 
the  Wild  talks  about  the  Craft  (herbal¬ 
ism)  skill.  Is  this  a  new  skill,  separate 
from  Profession  (herbalist)? 

It’s  not  exactly  new,  but  it  is  not  the 
Profession  (herbalist)  skill.  You  use  the 
Craft  (herbalism)  skill  to  make  your  own 
herbal  infusions. 

My  6th-level  ranger  wants  to  advance 
her  2-Hit-Die  wolf.  Does  she  have 
access  to  the  rules  for  improving  ani¬ 
mal  companions  in  Chapter  4  of 
Masters  of  the  Wild?  Or  are  those  only 
for  druids. 

The  material  in  Chapter  4  applies 
equally  to  rangers’  animal  companions. 

If  the  abilities  you  gain  from  gaining  a 
new  level  let  you  meet  the  prerequi¬ 
sites  for  a  feat,  can  you  take  that  feat 
right  away  (provided  that  you  also 
have  an  unused  feat)?  For  example,  the 
Blindsight  feat  from  Masters  of  the 
Wild  requires  the  ability  to  become  a 
dire  bat,  which  the  druid  gains  at  12th 
level.  Can  I  take  Blindsight  with  the  feat 
I  gain  at  12th  level,  or  must  I  wait  until  I 
get  my  next  feat  at  15th  level? 

Yes.  When  you  add  a  new  level,  you 
choose  what  class  level  to  add  before 
you  choose  your  feat  (if  a  feat  is  avail¬ 
able),  see  Level  Advancement,  pages 
145-146  in  the  Players  Handbook.  Note 
that  because  you  must  choose  your 


class  level  before  choosing  skills  or 
feats,  you  often  cannot  enter  a  prestige 
class  the  very  moment  you  meet  the 
prerequisites.  For  example,  if  you  took 
the  Spring  Attack  feat  at  9th  level,  the 
soonest  you  could  take  a  level  in  a 
prestige  class  that  has  Spring  Attack  as 
a  prerequisite  would  be  10th  level. 

When  you  use  the  rage  class  ability, 
you  become  fatigued  for  as  long  as 
you  raged.  When  you  use  the  frenzied 
berserker’s  frenzy  class  ability  (from 
Masters  of  the  Wild),  you  become 
fatigued  for  the  rest  of  the  encounter, 
or  until  you  enter  a  frenzy  again, 
whichever  comes  first.  In  either  case, 
both  rage  and  frenzy  make  you 
fatigued.  Page  84  of  the  Dungeon 
Master's  Guide  says  you  become 
exhausted  if  you  are  already  fatigued 
and  you  become  fatigued  again.  The 
penalties  for  exhaustion  are  pretty 
steep:  You  move  at  1/2  speed  and 
have  a  -6  to  both  Strength  and 
Dexterity.  After  1  hour  of  complete 
rest  you  are  moved  up  from 
exhausted  to  fatigued.  After  8  hours 
of  complete  rest  you  are  no  longer 
fatigued.  So,  after  a  rage/frenzy 
combo  a  frenzied  berserker  is  darn 
near  useless  for  9  hours.  Better  save 
that  for  the  last  battle  of  the  day. 
What,  exactly,  is  the  point  of  being 
able  to  rage  multiple  times  per  day  if 
it  wipes  you  out  for  so  long? 

A  barbarian  is  only  fatigued  for  the 
rest  of  the  encounter  after  raging  (a 
barbarian  can  rage  again  while  fatigued, 
but  the  fatigue  penalties  stack  with  the 
rage  bonuses).  A  frenzied  berserker  is 
fatigued  for  the  rest  of  the  encounter 
after  a  frenzy,  or  until  entering  a  new 


frenzy.  In  either  case,  it  does  not  take  8 
hours  to  recover  from  the  fatigue  a 
rage  or  frenzy  causes.  Both  abilities 
have  specific  rules  that  override  the 
general  rule  from  the  Dungeon  Master's 
Guide,  which  is  written  to  cover  envi¬ 
ronmental  effects,  running,  and  other 
cases  of  prolonged  stress  on  the  body 
not  rage  and  frenzy. 

When  a  barbarian  is  fatigued  for  the 
rest  of  the  encounter  after  raging,  how 
long  is  that  exactly? 

In  this  case,  an  “encounter”  contin¬ 
ues  until  the  DM  stops  tracking  the 
encounter  in  combat  rounds.  That  usu¬ 
ally  happens  when  the  last  foe  is 
defeated  or  escapes  or  until  the  last 
PC  is  defeated  or  forced  to  escape.  A 
creature  has  escaped  from  an 
encounter  when  its  foes  decide  not 
to  pursue  it  or  until  they  have  no 
reasonable  chance  of  catching  the 
fleeing  creature. 

When  the  awaken  spell  makes  an  animal 
a  magical  beast,  do  the  animal’s  Hit 
Dice  get  any  bigger?  Does  the  animal 
gain  any  extra  skill  points,  feats,  or 
attack  bonuses? 

An  awakened  animal  gains  no  new 
hit  points,  bigger  Hit  Dice,  new  feats, 
better  saves,  or  extra  skill  points, 
except  as  noted  in  the  awaken  spell 
description.  The  subject  does  get  the 
benefit  of  its  extra  Hit  Dice.  If  the 
subject  is  an  animal,  it  gains  +2d8,  and 
it’s  new  base  attack  is  3/4  of  its  new 
total  Hit  Dice.  Its  saves  improve 
according  to  its  new  Hit  Dice  total  (an 
animal  has  good  Fortitude  and  Reflex 
saves).  In  addition,  an  awakened  ani¬ 
mal’s  type  determines  how  magic 


I08  august  2oo2 


WIZARDS’  WORKSHOP 


affects  it,  just  as  a  familiar  or  paladin’s 
mount  does. 

The  class  skill  list  for  the  tamer  of 
beasts  includes  Handle  Animal  and 
Animal  Empathy,  both  of  which  are 
much  more  difficult  to  use  on  magical 
beasts  than  on  animals.  When  a  tamer 
of  beasts’s  animal  companions  get 
smarter  and  become  magical  beasts 
(also  a  tamer  of  beasts  class  feature), 
these  two  skills  become  harder  for  the 
character  to  use.  Furthermore,  the 
tamer’s  empathic  link  power  becomes 
impossible  to  use  on  the  companions, 
since  it  works  like  the  speak  with  ani¬ 
mals  spell  and  thus  does  not  work  on 
the  companions  anymore.  On  top  of 
that,  magical  beasts  befriended  via  the 
gth-level  magical  beast  power  count  as 
double  their  Hit  Dice  for  the  tamer’s 
quota  for  companions,  so  don’t  all  the 
smarter  companions  count  double? 

Why  do  the  more  intelligent  animal 
companions  become  magical  beasts? 

For  the  same  reason  that  an  awak¬ 
ened  animal  becomes  a  magical  beast. 
Animals  have  Intelligence  scores  of  i  or 
2,  ergo,  no  creature  with  an  Intelligence 
score  of  3  or  higher  can  be  an  animal. 

While  it  is  true  that  a  tamer  of 
beasts’s  smarter  animal  companions 
become  more  difficult  to  influence 
through  Handle  Animal  and  Animal 
Empathy,  the  tamer  of  beasts  will  no 
longer  need  these  skills  to  interact  with 
those  companions.  Thanks  to  the  com¬ 
panions’  increased  Intelligence  scores, 
they  understand  and  respond  to  the 
character  as  readily  as  most  characters 
do.  In  fact,  because  they  have 
Intelligence  scores  above  3,  they  actu¬ 
ally  understand  at  least  one  language, 
usually  Common  (see  page  10  in  the 
Monster  Manual). 

The  tamer  of  beasts’s  empathic  link 
power  works  for  any  of  the  character’s 
companions,  even  when  those  compan¬ 
ions  are  no  longer  animals.  The  power’s 
parameters  are  otherwise  like  a  speak 
with  animals  spell  cast  by  a  character 
of  the  tamer  of  beasts’s  class  level. 

Only  magical  beast’s  tamed  through 
the  gth-level  magical  beast  mastery 
power  counts  double  Hit  Dice  against 
the  tamer  of  beasts’s  limit  on 


companions;  a  creature  that  becomes  a 
magical  beast  as  the  result  of  becoming 
a  companion  to  a  tamer  of  beasts  does 
not  count  double. 

The  forsaker  from  Masters  of  the  Wild 
has  a  damage  reduction  ability  that  is 
based  on  the  destruction  of  magic 
items  within  a  24  hour  period.  Can  you 
store  up  magic  destruction?  Say  for 
instance  that  my  character  has  damage 
reduction  7/+ 3  (so  he  must  destroy 
700  gp  worth  of  magic  each  day  to 
activate  the  damage  reduction).  If  the 
character  has  in  his  possession  a  magi¬ 
cal  item  worth  1,400  gp,  is  he  now 
good  for  two  days  when  destroying 
that  item? 

No,  24  hours  is  the  limit,  no  matter 
how  much  magic  you  destroy. 

What’s  going  on  with  the  bloodhound’s 
pacekeeping  power  (from  Masters  of 
the  Wild)?  Is  this  supposed  to  be  for 
shadowing  or  tracking?  For  shadowing, 
it  makes  sense.  For  tracking,  it  doesn’t. 
If  I’m  an  elf,  why  can’t  I  go  faster  than 
the  halfling  I’m  tracking?  Pacekeeping 
implies  that  my  speed,  which  is  nor¬ 
mally  30,  would  be  limited  to  20  while 
tracking  a  halfling. 

Pacekeeping  allows  you  to  increase 
your  speed.  If  you’re  already  faster 
than  your  mark,  you  don’t  have  to  use 
the  power.  Pacekeeping  is  for  tracking, 
but  if  you  have  a  mark  in  sight  and 
want  to  tail  the  mark  (see  Song  and 
Silence  for  rules  on  tailing  someone),  a 
bloodhound  can  use  pacekeeping  to 
keep  up,  too. 

The  requirements  for  the  snakelord 
prestige  class  in  Masters  of  the  Wild 
include  the  Resist  Poison  feat,  yet  the 
Snakelord  gains  this  as  his  first  totem. 
Is  this  an  error?  Or  perhaps  there 
is  no  error  and  the  bonuses  stack 
to  a  +8  bonus  on  Fortitude  saves 
against  poison  once  the  Snakelord 
reaches  2nd  level  and  obtains  his 
first  totem? 

The  Resist  Poison  prerequisite  for  the 
snakelord  is  correct.  The  correct  first 
totem  power  is  Clever  Wrestling  (even 
if  you  don’t  have  the  Improved 
Unarmed  Strike  feat). 


When  an  exotic  weapons  master  (from 
Masters  of  the  Wild)  uses  her  impro¬ 
vised  weapon  abilities,  what  size  are 
weapons  created  by  the  character?  It 
doesn’t  say  anywhere. 

It  depends  on  the  size  of  the  object 
used  to  make  the  improvised  weapon. 

In  general,  an  improvised  weapon  is  big 
enough  for  the  character  to  use  in  one 
or  two  hands.  Note  that  the  character 
gets  1  1/2  times  her  Strength  bonus  to 
damage  when  wielding  the  improvised 
weapon  in  two  hands.  The  damage  val¬ 
ues  given  in  the  class  description  are 
for  weapons  made  by  Medium-sized 
characters,  improvised  weapons  made 
by  larger  or  smaller  creatures  deal 
damage  as  listed  in  the  chart  below.  At 
5th  level,  an  exotic  weapon  master 
gains  the  greater  improvised  weapon 
ability,  and  the  damage  he  deals  with 
improvised  weapons  increases.  The 
increased  damage  is  also  listed  below. 


Improvised 

Greater 

Character 

Weapon 

Weapon 

Size 

Damage* 

Damage 

Fine 

1 

id2 

Diminutive 

id2 

id4 

Tiny 

id3 

id6 

Small 

id4 

id8 

Medium-size 

id6 

2d  6 

Large 

id8 

2d8 

Huge 

2d  6 

4d6 

Gargantuan 

2d8 

4d8 

Colossal 

4d6 

8d6 

*  If  the  exotic  weapon  master 
makes  a  smaller  weapon,  use  the 
damage  rating  for  a  smaller  creature. 
Larger  improvised  weapons  deal  no 
extra  damage. 

All  characters  in  the  D&tD  game  get  to 
raise  an  ability  score  by  +1  every  four 
levels  (at  4th,  8th,  12th,  16th,  and  20th 
level  according  to  the  Player's 
Handbook).  Does  this  stack  with  the 
forsaker’s  +1  ability  score  bonus  at 
every  level  of  its  10-level  progression? 
Exactly  how  big  is  the  forsaker’s  ability 
bonus?  Does  the  forsaker  get  +1  to  add 
once  at  each  forsaker  level?  Or  does 
the  forsaker  get  +1  to  add  at  first  level, 
+2  to  add  at  second  level,  on  up  to  a 
whopping  +10  at  10th  level?  If  it’s  the 


llo  august  2oo2 


WIZARDS’  WORKSHOP 


former,  do  these  bonuses  stack  with 
each  other? 

A  forsaker  character  can  improve 
one  ability  score  for  every  4  character 
levels,  just  as  any  other  character  can. 
This  is  not  an  ability  score  bonus,  the 
ability  just  gets  bigger  (as  such,  this 
increase  stacks  with  anything).  The 
forasker’s  ability  bonus  is  a  +1  inherent 
bonus  that  the  character  adds  once  at 
each  forsaker  level.  That  is  +1  at  first 
level,  +1  again  at  2nd  level,  and  so  on. 

Inherent  bonuses,  like  all  other 
bonuses  in  the  game,  do  not  stack  with 
each  other.  In  the  case  of  the  forsaker, 
however,  the  ability  bonus  class  feature 
allows  the  forsaker  to  add  either  a  +1 
inherent  bonus  to  an  ability  score  that 
does  not  have  an  inherent  bonus 
already,  or  to  make  an  existing  inherent 
bonus  one  point  bigger  (note  that  if  the 
character  gained  an  inherent  bonus  to 
an  ability  score  from  a  spell  or  magic 
item  before  becoming  a  forsaker,  that 
bonus  is  lost  upon  becoming  a  for¬ 
saker).  No  ability  score  can  have  an 
inherent  bonus  larger  than  +5,  even 
when  the  inherent  bonus  came  from 
the  forsaker  class  ability. 

The  barbarian  gets  damage  reduction 
starting  at  11th  level  and  then  every 
three  levels  after  that.  Does  this  stack 
with  the  damage  reduction  class  fea¬ 
ture  of  the  forsaker? 

Two  or  more  kinds  of  damage  reduc¬ 
tion  do  not  stack.  However,  a  creature 
with  multiple  damage  reduction  qualities 
gets  the  benefit  of  the  best  one  for  any 
given  attack  against  it.  For  example,  an 
nth-level  barbarian/gth-level  forsaker 
has  damage  reduction  of  1/-  and  9/ +4. 

If  struck  by  a  weapon  with  a  +3  magi¬ 
cal  bonus  or  less,  the  character  gets  9 
points  of  damage  reduction.  If  struck 
by  a  weapon  with  a  +4  magical  bonus 
or  more,  the  character  still  gets  1  point 
of  damage  reduction. 

Does  a  character  have  to  be  able  to 
cast  a  spell  to  meet  the  shifter’s  alter¬ 
nate  form  requirement? 

You  can  meet  the  requirement  with 
any  spell  from  the  list  on  page  69  of 
Masters  of  the  Wild.  You  also  meet  the 
requirement  if  you  have  a  spell-like 


ability  or  supernatural  ability  that  mim¬ 
ics  one  of  the  spells  on  that  list. 

Does  the  Shadow  feat  from  Masters  of 
the  Wild  apply  for  all  Hide  and  Spot 
checks,  or  does  it  apply  only  when  fol¬ 
lowing  someone? 

The  feat  applies  to  any  Hide  or 
Spot  check. 

Is  a  spellcaster  who  is  protected  by  a 
spell  turning  effect  safe  from  the 
counterspell  action?  What  effect  does 
the  turned  portion  of  a  counterspell 
have  on  the  character  who  cast  the 
counterspell? 

A  spellcaster  protected  by  a  spell 
turning  effect  is  not  entirely  safe  from 
counterspells.  By  definition,  a  counter¬ 
spell  is  targeted  on  the  caster,  so  a 
spell  turning  effect  can  turn  the  coun¬ 
terspell.  If  the  whole  counterspell  is 
turned,  the  counterspell  fails.  If  the 
counterspell  is  only  partially  turned, 
there’s  a  chance  equal  to  the  unturned 
portion  of  the  spell  that  the  counter¬ 
spell  works.  For  example,  if  you  turn  2 
levels  of  a  6th-level  counterspell, 
there’s  a  4-in-6  chance  the  counter¬ 
spell  works  anyway. 

The  turned  portion  of  a  counterspell 
has  no  effect  on  the  caster  of  the 
counterspell.  A  counterspell  is  altered 
slightly  to  create  the  counterspell 
effect,  and  it  cannot  produce  anything 
but  a  counterspell  effect. 

The  Reactive  Counterspell  feat  from 
Magic  of  Faer un  lets  you  use  the 
counterspell  action  without  a  readied 
action.  Does  that  mean  I  have  to  use 
the  delay  action  instead?  If  my  char¬ 
acter  takes  no  action  in  the  round,  can 
he  take  a  counterspell  action  prior  to 
his  original  initiative  score?  What 
happens  to  my  initiative  score  if  I  use 
a  counterspell  before  it’s  my  turn? 

Can  I  use  a  Reactive  Counterspell 
when  I’m  flat-footed? 

If  you  have  the  Reactive  Counterspell 
feat,  you  can  use  a  counterspell  almost 
anytime.  You  cannot  use  Reactive 
Counterspell  when  flat-footed.  You  can 
use  the  feat  before  your  turn  in  the  ini¬ 
tiative  order  (when  you  have  not  yet 
acted  for  the  turn)  or  after  your  turn 


(when  you  have  already  acted  during 
the  turn).  In  either  case,  you  lose  your 
next  action. 

The  spells  minor  globe  of  invulnerability 
and  globe  of  invulnerability  create  a 
spherical  emanation  with  a  10-foot 
radius.  Does  this  assume  an  effect  that 
fills  in  the  whole  of  the  sphere,  like  a 
standard  spell  area,  or  is  it  a  hollow 
sphere  that  prevents  spell  effects  from 
crossing  into  it?  Is  a  spellcaster  within 
the  globe  affected  by  her  own  spells? 

The  effect  fills  the  entire  globe.  No 
spell  has  any  effect  inside  the  globe, 
even  spells  a  character  casts  on  her¬ 
self.  Unlike  an  antimagic  field,  the  globe 
does  not  block  line  of  effect.  A  charac¬ 
ter  can  cast  spells  from  inside  the  globe 
to  the  outside,  or  from  outside  the 
globe,  through  the  globe,  to  another 
place  outside  the  globe-but  never 
inside  the  globe.  Note  that  the  globe 
only  suppresses  spells.  If  you’re  in  the 
globe  and  you  cast  a  spell  on  yourself, 
the  spell’s  duration  starts  running,  but 
there  is  no  effect.  If  you  later  leave  the 
globe,  the  spell  takes  effect. 

What  happens  when  a  sorcerer  finds 
an  arcane  scroll  bearing  a  spell  with  a 
caster  level  lower  than  the  sorcerer 
would  have  to  be  to  cast  the  spell? 

For  example,  a  sorcerer  must  be  6th- 
level  to  cast  a  fireball  spell.  What  hap¬ 
pens  if  a  sorcerer  finds  a  fireball 
scroll  that  a  wizard  has  scribed  at  5th 
level?  Can  a  sorcerer  of  6th-level  or 
higher  use  the  scroll? 

Yes,  the  scroll  is  an  arcane  scroll 
(because  a  wizard  made  it)  and  fireball 
is  on  the  sorcerer  class  list.  The  sor¬ 
cerer  must  be  at  least  5th  level  to  use 
the  scroll  without  a  chance  for  failure. 
The  scroll’s  caster  level  determines  if 
there  is  a  chance  for  failure  and  the 
level  check  DC  if  there  is  one;  where 
the  spell  falls  on  the  scroll  user’s  class 
spell  list  is  irrelevant. 

Is  it  possible  for  wizards  to  cast  cura¬ 
tive  spells?  For  example,  cure  moder¬ 
ate  wounds  or  cure  light  wounds?  It 
seems  that  they  can  under  the  right 
circumstances.  Suppose  Willie,  a 
halfling  bard  in  my  party,  has  the 


112  august  2oo2 


Scribe  Scroll  feat.  The  Player's 
Handbook  says  wizards,  sorcerers,  and 
bards  all  cast  arcane  magic.  That 
means  the  cure  spells  a  bard  casts  are 
arcane  and  not  divine  regardless  of 
what  the  spell  is,  right?  That  also 
means  that  if  Willie  scribes  a  scroll  with 
cure  light  wounds  on  it,  the  scroll  will 
still  be  an  arcane  scroll.  If  that’s  cor¬ 
rect,  it  means  that  if  my  wizard  gets 
the  cure  light  wounds  scroll  from 
Willie,  he  can  scribe  it  into  his  spell 
book  and  then  prepare  it  as  an  arcane 
spell  that  he  can  use  time  and  time 
again,  right? 

You  can’t  read  a  spell  off  a  scroll 
unless  the  spell  is  on  your  class  list  (see 
page  203  in  the  Dungeon  Masters 
Guide).  You  also  cannot  scribe  a  spell 
into  your  book  unless  its  on  your  class 
list.  Only  another  bard  can  use  Willie’s 
cure  light  wounds  scrolls  (because 
bards  are  the  only  arcane  casters  who 
have  cure  spells  on  their  class  lists). 

Remember  that  spell  trigger  items, 
such  as  wands,  do  not  come  in  arcane 
or  divine  versions.  If  a  bard  makes  a 
wand  of  cure  light  wounds,  any  charac¬ 
ter  who  has  cure  light  wounds  on  his 
spell  list  can  use  the  wand. 

Some  time  ago,  “Sage  Advice”  said 
that  multiclass  sorcerer/wizards  can¬ 
not  scribe  their  sorcerer  spells  into 
their  wizard  spell  books.  What  hap¬ 
pens  if  a  sorcerer/wizard  writes  one 


of  her  sorcerer  spells  on  a  scroll.  Can 
she  then  write  the  spell  into  her  spell- 
book?  If  so,  does  the  wizard/sorcerer 
have  to  go  through  the  extra  associ¬ 
ated  costs  and  XP  expenditure  of 
making  an  intermediary  scroll,  which 
is  subsequently  destroyed  if  success¬ 
fully  written  to  the  spellbook? 

A  wizard  can  scribe  any  spell  she 
finds  on  a  scroll  into  her  spellbook,  but 
doing  so  uses  up  the  scroll.  If  a  sor¬ 
cerer/wizard  makes  a  scroll  of  a  spell 
from  her  sorcerer  spell  repertoire,  she 
has  to  pay  all  the  normal  cash  and 
experience  costs  for  doing  so.  Once 
the  scroll  is  made,  however,  the  char¬ 
acter  can  use  the  scroll  to  write  the 
spell  into  her  spellbook,  just  as  she 
could  with  any  other  scroll.  The  charac¬ 
ter  also  must  pay  the  normal  costs  for 
writing  the  spell  into  the  spellbook. 

Can  undead,  which  lack  metabolisms, 
use  potions,  which  require  ingestion?  I 
believe  undead  can  use  magic  oils, 
which  are  applied  externally. 

Potions  require  swallowing,  not 
ingestion.  Any  corporeal  creature  can 
use  a  potion  (see  page  191  in  the 
Dungeon  Master's  Guide),  provided  it 
can  swallow.  Anything  with  an  intact 
throat  can  swallow.  Some  DMs  say 
skeletal  creatures  cannot  swallow,  oth¬ 
ers  say  they  can.  Check  with  your  DM. 

Any  corporeal  creature  can  use 
an  oil.  ^ 


POWER  PLAY 

Ride  On 


A  ist-level  halfling  fighter  with  a  16  Strength,  20  Dexterity,  and  4  ranks  in 
Ride  has  a  minimum  Ride  check  of  10  (+4  ranks,  +5  Dexterity),  which  allows 
him  to  always  fight  when  mounted  (see  the  Ride  skill,  page  72  in  the  Players 
Handbook).  With  the  Mounted  Combat  and  Ride-By  Attack  feats,  the  little 
warrior  could  charge  back  and  forth  across  the  battlefield  without  risking 
retaliatory  blows,  have  double  his  normal  movement  (the  riding  dog  has  a 
base  speed  of  40  feet),  and  attack  at  a  +7  bonus  (+1  base,  +1  size,  +3 
Strength,  +2  charge).  If  he  uses  a  light  lance  as  his  primary  weapon,  then  he 
would  do  double  damage  as  well  (2d6+6).  At  4th  level,  with  the  addition  of 
Spirited  Charge,  Weapon  Focus  (light  lance),  and  Weapon  Specialization  (light 
lance),  the  attack  bonus  rises  to  +11  (+4  base,  +1  size,  +3  Strength,  +1  Weapon 
Focus,  +2  charge),  for  damage  of  3d6+i5  (id6  lance,  +3  Strength,  +2 
Specialization,  tripled  due  to  Spirited  Charge). 


Issue  298  •  August  2002 
Vol.  XXVII  •  Number  3 


Product  Page 

Alderac  Entertainment 

Swashbuckling  Adventures  ...  15 

Atlas  Games 

Occult  Lore . 67 

Crystal  Caste 

Dwarven  Stones  Dice . 115 

Custom  Direct 

Styles  Checks  . 17 

Dancing  Dragon 


Dragon  Gifts  and  Collectibles  .  99 


Dork  Storm  Press 

Nod  wick  /  Dork  Tower  . 65 

Dwarven  Forge 

Master  Maze . 97 

Games  Workshop 

Two  Towers . 13 

Green  Ronin 

The  Book  of  the  Righteous  ...  111 
Hit  Pointe 


Used  Out-of-Print  D&fD  ...  99 


Interplay 

Icewind  Dale  II . 11 

Infrogrames 

Neverwinter  Nights . 2,  3 

John  Mumford 

Exiled!  (novel) . 41 

Kenzer  &t  Co. 

Kingdoms  of  Kalamar  Atlas  ...  116 

Mongoose  Publishing 

Judge  Dredd  RPG . 51 

Slaine . 49 

Noble  Knight  Games 
Out-of-print  RPGs . 99 

Palladium  Books 

After  the  Bomb . 43 

Riffs . 59 

Reaper  Miniatures 

Miniatures . 22,  23 

Steve  Jackson  Games 

d20  Weekly  . 69 

White  Wolf 

Everquest  Role  Playing  Game  .  8,  9 

Wizards  of  the  Coast 

D&tD  RPG  Line  . 4,  5 

D&tD  Novels . 18,  19 

Dissolution . 21 


Dragons  of  a  Vanished  Moon  .  33 
Star  Wars  Revised  Rulebook  .  31 


113